mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-27 01:46:03 +00:00
Added very accurate ranged swing timer.
Added very accurate ranged swing timer.
This commit is contained in:
+94
-4
@@ -12,7 +12,14 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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-- Swing state
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local swingState = {
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mainhand = { speed = 0, nextSwing = 0, swinging = false },
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offhand = { speed = 0, nextSwing = 0, swinging = false }
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offhand = { speed = 0, nextSwing = 0, swinging = false },
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ranged = { speed = 0, nextSwing = 0, swinging = false },
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}
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-- Ranged spell IDs that trigger the ranged swing timer (replaces MH)
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local RANGED_SPELLIDS = {
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[75] = true, -- Auto Shot (Hunter)
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[2764] = true, -- Throw (Warrior/Rogue)
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}
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-- Create container frame
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@@ -27,6 +34,7 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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local sw_showtext = C.unitframes.swingtimertext ~= "0"
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local sw_showlabel = C.unitframes.swingtimerlabel ~= "0"
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local sw_showoh = C.unitframes.swingtimeroffhand ~= "0"
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local sw_showranged = C.unitframes.swingtimerranged ~= "0"
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local sw_fontsize = tonumber(C.unitframes.swingtimerfontsize) or 12
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local sw_hsqueue = C.unitframes.swingtimerhsqueue ~= "0"
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@@ -42,6 +50,7 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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local mhR, mhG, mhB, mhA = ParseColor(C.unitframes.swingtimermhcolor, 0.8, 0.3, 0.3, 1)
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local ohR, ohG, ohB, ohA = ParseColor(C.unitframes.swingtimerohcolor, 0.3, 0.8, 0.3, 1)
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local raR, raG, raB, raA = ParseColor(C.unitframes.swingtimerrangedcolor, 0.3, 0.6, 1.0, 1)
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-- Store default MH color for HS/Cleave restore
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local mhDefaultR, mhDefaultG, mhDefaultB = mhR, mhG, mhB
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@@ -100,7 +109,32 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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CreateBackdrop(pfUI.swingtimer.offhand)
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CreateBackdropShadow(pfUI.swingtimer.offhand)
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-- HS/Cleave queue state
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-- Ranged bar (bow/gun/crossbow - triggered by SPELL_GO_SELF for Auto Shot)
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pfUI.swingtimer.ranged = CreateFrame("StatusBar", "pfSwingTimerRanged", UIParent)
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pfUI.swingtimer.ranged:SetPoint("TOP", pfUI.swingtimer.offhand, "BOTTOM", 0, -4)
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pfUI.swingtimer.ranged:SetWidth(sw_width)
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pfUI.swingtimer.ranged:SetHeight(sw_height)
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pfUI.swingtimer.ranged:SetMinMaxValues(0, 1)
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pfUI.swingtimer.ranged:SetValue(0)
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pfUI.swingtimer.ranged:SetStatusBarTexture(sw_texture)
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pfUI.swingtimer.ranged:SetStatusBarColor(raR, raG, raB, raA)
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pfUI.swingtimer.ranged:Hide()
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pfUI.swingtimer.ranged.text = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
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pfUI.swingtimer.ranged.text:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
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pfUI.swingtimer.ranged.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
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pfUI.swingtimer.ranged.text:SetTextColor(1, 1, 1, 1)
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pfUI.swingtimer.ranged.text:SetText("")
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if not sw_showtext then pfUI.swingtimer.ranged.text:Hide() end
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pfUI.swingtimer.ranged.label = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
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pfUI.swingtimer.ranged.label:SetPoint("RIGHT", pfUI.swingtimer.ranged, "LEFT", -4, 0)
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pfUI.swingtimer.ranged.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
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pfUI.swingtimer.ranged.label:SetTextColor(0.8, 0.8, 0.8, 1)
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pfUI.swingtimer.ranged.label:SetText(sw_showlabel and "Ra" or "")
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CreateBackdrop(pfUI.swingtimer.ranged)
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CreateBackdropShadow(pfUI.swingtimer.ranged)
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local hsQueued = false
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local cleaveQueued = false
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local isWarrior = false
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@@ -176,6 +210,7 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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local mhSpeed = GetUnitField("player", "baseAttackTime")
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local ohSpeed = GetUnitField("player", "offhandAttackTime")
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local raSpeed = GetUnitField("player", "rangedAttackTime")
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if mhSpeed and mhSpeed > 0 then
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swingState.mainhand.speed = mhSpeed / 1000
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@@ -186,6 +221,12 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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else
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swingState.offhand.speed = 0
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end
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if raSpeed and raSpeed > 0 then
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swingState.ranged.speed = raSpeed / 1000
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else
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swingState.ranged.speed = 0
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end
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end
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local function StartSwing(isOffhand)
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@@ -216,6 +257,21 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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pfUI.swingtimer:Show()
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end
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local function StartRangedSwing()
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if not sw_showranged then return end
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UpdateWeaponSpeeds()
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if swingState.ranged.speed <= 0 then return end
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-- Ranged replaces MH: cancel mainhand swing
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swingState.mainhand.swinging = false
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pfUI.swingtimer.mainhand:Hide()
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swingState.ranged.nextSwing = GetTime() + swingState.ranged.speed
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swingState.ranged.swinging = true
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pfUI.swingtimer.ranged:Show()
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pfUI.swingtimer:Show()
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end
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pfUI.swingtimer:SetScript("OnUpdate", function()
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local now = GetTime()
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local anyActive = false
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@@ -265,8 +321,28 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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pfUI.swingtimer.offhand:Hide()
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end
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if sw_showranged and swingState.ranged.swinging then
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local remaining = swingState.ranged.nextSwing - now
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if remaining <= 0 then
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swingState.ranged.swinging = false
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pfUI.swingtimer.ranged:Hide()
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else
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local progress = 1 - (remaining / swingState.ranged.speed)
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pfUI.swingtimer.ranged:SetValue(progress)
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if sw_showtext then
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pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", remaining))
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end
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anyActive = true
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end
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elseif not sw_showranged then
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pfUI.swingtimer.ranged:Hide()
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end
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if not anyActive then
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if not pfUI.swingtimer.mainhand:IsShown() and not pfUI.swingtimer.offhand:IsShown() then
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if not pfUI.swingtimer.mainhand:IsShown()
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and not pfUI.swingtimer.offhand:IsShown()
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and not pfUI.swingtimer.ranged:IsShown() then
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this:Hide()
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end
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end
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@@ -282,12 +358,15 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
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events:RegisterEvent("UNIT_DIED")
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events:RegisterEvent("SPELL_QUEUE_EVENT")
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events:RegisterEvent("SPELL_GO_SELF")
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local function ResetSwingTimers()
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swingState.mainhand.swinging = false
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swingState.offhand.swinging = false
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swingState.offhand.swinging = false
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swingState.ranged.swinging = false
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pfUI.swingtimer.mainhand:Hide()
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pfUI.swingtimer.offhand:Hide()
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pfUI.swingtimer.ranged:Hide()
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pfUI.swingtimer:Hide()
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end
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@@ -340,6 +419,13 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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UpdateWeaponSpeeds()
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RebuildQueueSlotCache()
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elseif event == "SPELL_GO_SELF" then
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-- Ranged shot (Auto Shot=75, Throw=2764) → ranged swing timer, replaces MH
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local spellId = arg2 or 0
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if RANGED_SPELLIDS[spellId] then
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StartRangedSwing()
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end
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elseif event == "UNIT_INVENTORY_CHANGED" then
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if arg1 and arg1 ~= "player" then return end
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UpdateWeaponSpeeds()
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@@ -347,6 +433,10 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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swingState.offhand.swinging = false
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pfUI.swingtimer.offhand:Hide()
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end
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if swingState.ranged.speed == 0 then
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swingState.ranged.swinging = false
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pfUI.swingtimer.ranged:Hide()
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end
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elseif event == "ACTIONBAR_SLOT_CHANGED" then
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RebuildQueueSlotCache()
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