mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-24 00:26:55 +00:00
swingtimer rework
This commit is contained in:
+394
-348
@@ -2,43 +2,88 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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local rawborder, border = GetBorderSize()
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-- HitInfo flags (EVENTS.md)
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local HITINFO_LEFTSWING = 4 -- 0x4: Off-hand attack
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local HITINFO_NOACTION = 65536 -- 0x10000: server did not advance the swing clock
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local HITINFO_LEFTSWING = 4 -- 4: Off-hand attack
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local HITINFO_NOACTION = 65536 -- 65536: server did not advance the swing clock
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-- SPELL_QUEUE_EVENT codes (EVENTS.md)
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local ON_SWING_QUEUED = 0
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local ON_SWING_QUEUED = 0
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local ON_SWING_QUEUE_POPPED = 1
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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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ranged = { speed = 0, nextSwing = 0, swinging = false },
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}
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-- Countdown timers (seconds remaining, SP_SwingTimer style)
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-- Counting down from speed -> 0. Reset to speed on each confirmed swing.
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local mhTimer = 0
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local mhTimerMax = 1
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local ohTimer = 0
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local ohTimerMax = 1
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local raTimer = 0
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local raTimerMax = 1
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-- Ranged spell IDs that trigger the ranged swing timer (replaces MH)
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-- Weapon speeds (seconds), updated via UnitAttackSpeed / UnitRangedDamage
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local mhSpeed = 0
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local ohSpeed = 0
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local raSpeed = 0
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-- Whether each bar should be shown at all
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local mhActive = false
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local ohActive = false
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local raActive = false
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-- Whether auto-attack is currently toggled on
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local autoAttackActive = false
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-- Tracks spellId from SPELL_START_SELF (cast-time spell in progress)
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-- Used in SPELL_GO to detect cast-time resets vs instants
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local pendingCastSpellId = nil
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-- Ranged spell IDs
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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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pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent)
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pfUI.swingtimer:SetFrameStrata("MEDIUM")
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pfUI.swingtimer:Hide()
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-- Slam: has cast time but does NOT reset the swing timer (just delays it).
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-- We explicitly ignore these in SPELL_GO so they fall through to no-op.
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local slamSpellIDs = {
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[1464] = true, [8820] = true, [11604] = true, [11605] = true,
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}
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-- Read config once at load into locals
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-- SPELL_ATTR_ON_NEXT_SWING (bit 2, value 4): spell replaces next auto-attack swing.
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-- Covers Raptor Strike, Maul, Mongoose Bite, Holy Strike, etc. automatically.
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-- Cache results to avoid repeated GetSpellRec calls per SPELL_GO.
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local ATTR_ON_NEXT_SWING = 4
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local onSwingCache = {} -- [spellId] = true/false
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local function IsOnSwingSpell(spellId)
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if onSwingCache[spellId] ~= nil then return onSwingCache[spellId] end
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local rec = GetSpellRec(spellId)
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local result = rec and bit.band(rec.attributes, ATTR_ON_NEXT_SWING) ~= 0 or false
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onSwingCache[spellId] = result
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return result
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end
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-- Heroic Strike spell IDs (all ranks)
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local hsSpellIDs = {
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[78] = true, [284] = true, [285] = true, [1608] = true,
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[11564] = true, [11565] = true, [11566] = true, [11567] = true,
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}
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-- Cleave spell IDs (all ranks)
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local cleaveSpellIDs = {
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[845] = true, [7369] = true, [11608] = true, [11609] = true,
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[20569] = true,
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}
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-- Read config
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local sw_width = tonumber(C.unitframes.swingtimerwidth) or 200
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local sw_height = tonumber(C.unitframes.swingtimerheight) or 12
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local sw_texture = C.unitframes.swingtimertexture or "Interface\\AddOns\\pfUI\\img\\bar"
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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_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_fontsize = tonumber(C.unitframes.swingtimerfontsize) or 12
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local sw_hsqueue = C.unitframes.swingtimerhsqueue ~= "0"
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local sw_showspeed = C.unitframes.swingtimerattackspeed == "1"
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-- Parse color strings "r,g,b,a" into components
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local function ParseColor(str, dr, dg, db, da)
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if not str or str == "" then return dr, dg, db, da end
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local _, _, r, g, b, a = string.find(str, "([%d%.]+),([%d%.]+),([%d%.]+),([%d%.]+)")
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@@ -53,10 +98,21 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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local raR, raG, raB, raA = ParseColor(C.unitframes.swingtimerrangedcolor, 0.3, 0.6, 1.0, 1)
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local rwR, rwG, rwB, rwA = ParseColor(C.unitframes.swingtimerrangedwarncolor, 0.9, 0.0, 0.0, 1)
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local isHunter = UnitClass("player") == "Hunter"
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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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-- HS/Cleave queue state
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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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local cachedHSSlots = {}
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local cachedCleaveSlots = {}
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local useSpellQueueEvent = false
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-- Create container frame
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pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent)
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pfUI.swingtimer:SetFrameStrata("MEDIUM")
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pfUI.swingtimer:Hide()
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-- Mainhand bar
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pfUI.swingtimer.mainhand = CreateFrame("StatusBar", "pfSwingTimerMainhand", UIParent)
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pfUI.swingtimer.mainhand:SetPoint("CENTER", UIParent, "CENTER", 0, -100)
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@@ -81,6 +137,13 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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pfUI.swingtimer.mainhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
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pfUI.swingtimer.mainhand.label:SetText(sw_showlabel and "MH" or "")
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pfUI.swingtimer.mainhand.speed = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
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pfUI.swingtimer.mainhand.speed:SetPoint("LEFT", pfUI.swingtimer.mainhand, "RIGHT", 4, 0)
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pfUI.swingtimer.mainhand.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
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pfUI.swingtimer.mainhand.speed:SetTextColor(0.8, 0.8, 0.8, 1)
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pfUI.swingtimer.mainhand.speed:SetText("")
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if not sw_showspeed then pfUI.swingtimer.mainhand.speed:Hide() end
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CreateBackdrop(pfUI.swingtimer.mainhand)
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CreateBackdropShadow(pfUI.swingtimer.mainhand)
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@@ -111,16 +174,13 @@ 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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-- Ranged bar (bow/gun/crossbow - triggered by SPELL_GO_SELF for Auto Shot / Throw)
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-- Hunter uses a special "close from outside->in, open inside->out" animation
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-- instead of a normal left->right StatusBar fill.
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-- Ranged bar
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pfUI.swingtimer.ranged = CreateFrame("Frame", "pfSwingTimerRanged", UIParent)
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pfUI.swingtimer.ranged:SetPoint("CENTER", UIParent, "CENTER", 0, -120)
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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:Hide()
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-- Phase 1: left half, anchored to CENTER (right edge fixed), shrinks leftward = outside->in
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pfUI.swingtimer.ranged.left = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
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pfUI.swingtimer.ranged.left:SetTexture(sw_texture)
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pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
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@@ -129,7 +189,6 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
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pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
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-- Phase 1: right half, anchored to CENTER (left edge fixed), shrinks rightward = outside->in
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pfUI.swingtimer.ranged.right = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
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pfUI.swingtimer.ranged.right:SetTexture(sw_texture)
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pfUI.swingtimer.ranged.right:SetPoint("LEFT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
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@@ -138,7 +197,6 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
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pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
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-- Phase 2: warning color, anchored CENTER, grows outward
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pfUI.swingtimer.ranged.warn = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
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pfUI.swingtimer.ranged.warn:SetTexture(sw_texture)
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pfUI.swingtimer.ranged.warn:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
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@@ -163,41 +221,112 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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CreateBackdrop(pfUI.swingtimer.ranged)
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CreateBackdropShadow(pfUI.swingtimer.ranged)
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-- Slam spell IDs (all ranks) - resets swing timer from now, not chained
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local slamSpellIDs = {
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[1464] = true, [8820] = true, [11604] = true, [11605] = true,
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}
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UpdateMovable(pfUI.swingtimer.mainhand)
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UpdateMovable(pfUI.swingtimer.ranged)
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-- HS/Cleave queue state
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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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local cachedHSSlots = {}
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local cachedCleaveSlots = {}
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local useSpellQueueEvent = false
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-- OH weapon detection
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local OH_WEAPON_TYPES = { [13]=true, [21]=true }
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local function HasOffhandWeapon()
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local l = GetInventoryItemLink("player", 17)
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if not l then return false end
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local _, _, id = string.find(l, "item:(%d+)")
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id = tonumber(id)
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if not id then return false end
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local s = GetItemStats and GetItemStats(id)
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if not s then return false end
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return OH_WEAPON_TYPES[s.inventoryType] == true
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end
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-- Heroic Strike spell IDs (all ranks)
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local hsSpellIDs = {
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[78] = true, [284] = true, [285] = true, [1608] = true,
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[11564] = true, [11565] = true, [11566] = true, [11567] = true,
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[25286] = true,
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}
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-- Cleave spell IDs (all ranks)
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local cleaveSpellIDs = {
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[845] = true, [7369] = true, [11608] = true, [11609] = true,
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[20569] = true,
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}
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local function UpdateWeaponSpeeds()
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local ms, os = UnitAttackSpeed("player")
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mhSpeed = (ms and ms > 0) and ms or mhSpeed
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ohSpeed = (HasOffhandWeapon() and os and os > 0) and os or 0
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local rs = UnitRangedDamage("player")
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raSpeed = (rs and rs > 0) and rs or 0
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end
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-- Reset MH countdown to full speed (server confirmed swing)
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local function ResetMH()
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UpdateWeaponSpeeds()
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pfUI.swingtimer.mhGraceAt = nil -- cancel any pending hide
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mhTimerMax = mhSpeed
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mhTimer = mhSpeed
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mhActive = true
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pfUI.swingtimer.mainhand:Show()
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pfUI.swingtimer:Show()
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end
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-- Reset OH countdown to full speed
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local function ResetOH()
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UpdateWeaponSpeeds()
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if ohSpeed <= 0 then return end
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pfUI.swingtimer.ohGraceAt = nil -- cancel any pending hide
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ohTimerMax = ohSpeed
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ohTimer = ohSpeed
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ohActive = true
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if sw_showoh then pfUI.swingtimer.offhand:Show() end
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pfUI.swingtimer:Show()
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end
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-- Reset ranged countdown
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local function ResetRanged()
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if not sw_showranged then return end
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UpdateWeaponSpeeds()
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if raSpeed <= 0 then return end
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-- Ranged replaces MH bar
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mhActive = false
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pfUI.swingtimer.mainhand:Hide()
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raTimerMax = raSpeed
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raTimer = raSpeed
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raActive = true
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if isHunter then
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pfUI.swingtimer.ranged.left:ClearAllPoints()
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pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
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pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
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pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
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pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
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pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
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else
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pfUI.swingtimer.ranged.left:ClearAllPoints()
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pfUI.swingtimer.ranged.left:SetPoint("TOPLEFT", pfUI.swingtimer.ranged, "TOPLEFT", 0, 0)
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pfUI.swingtimer.ranged.left:SetWidth(0.1)
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pfUI.swingtimer.ranged.left:Hide()
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pfUI.swingtimer.ranged.left:SetTexCoord(0, 0, 0, 1)
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pfUI.swingtimer.ranged.right:SetWidth(0.1)
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pfUI.swingtimer.ranged.right:Hide()
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end
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pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
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pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
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pfUI.swingtimer.ranged.warn:SetWidth(1)
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pfUI.swingtimer.ranged.warn:Hide()
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pfUI.swingtimer.ranged:Show()
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pfUI.swingtimer:Show()
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end
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local function ResetAll()
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mhActive = false
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ohActive = false
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raActive = false
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mhTimer = 0
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ohTimer = 0
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raTimer = 0
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pfUI.swingtimer.mhGraceAt = nil
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pfUI.swingtimer.ohGraceAt = nil
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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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-- HS/Cleave helpers
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local function RebuildQueueSlotCache()
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if not isWarrior or not sw_hsqueue or useSpellQueueEvent then return end
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cachedHSSlots = {}
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cachedCleaveSlots = {}
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for slot = 1, 120 do
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local tex = GetActionTexture(slot)
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local name = GetActionText(slot)
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if tex then
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if string.find(tex, "Ability_Rogue_Ambush") then
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table.insert(cachedHSSlots, slot)
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@@ -205,7 +334,6 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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table.insert(cachedCleaveSlots, slot)
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end
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end
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if name then
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local lower = string.lower(name)
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if lower == "heroic strike" or lower == "heroicstrike" or lower == "hs" then
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@@ -226,157 +354,70 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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local function IsHSOrCleaveQueued()
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if not sw_hsqueue or not isWarrior then return false, false end
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if useSpellQueueEvent then
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return hsQueued, cleaveQueued
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end
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if useSpellQueueEvent then return hsQueued, cleaveQueued end
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return CheckQueuedAction(cachedHSSlots), CheckQueuedAction(cachedCleaveSlots)
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end
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UpdateMovable(pfUI.swingtimer.mainhand)
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UpdateMovable(pfUI.swingtimer.ranged)
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-- VERSION B TEST: HasOffhandWeapon() removed.
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-- The original used GetItemInfo() to detect OH weapon type, but GetItemInfo()
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-- returns nil on first login before the item cache is populated, causing
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-- offhand.speed to stay 0. Now we just read offhandAttackTime directly,
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-- same as the old working version.
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-- Check offhand slot for an actual weapon. GetItemInfo may return nil on first
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-- login (item cache not yet populated), so we return nil in that case to signal
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-- "unknown" rather than false, allowing the caller to keep the previous value.
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-- inventoryType 13 = INVTYPE_WEAPONOFFHAND, 21 = INVTYPE_WEAPON (one-hand, dual wieldable)
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-- Shields = 14, held-in-hand = 23, everything else = no swing
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local OH_WEAPON_TYPES = { [13]=true, [21]=true }
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local function HasOffhandWeapon()
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local l = GetInventoryItemLink("player", 17)
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if not l then return false end
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local _, _, id = string.find(l, "item:(%d+)")
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id = tonumber(id)
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if not id then return false end
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local s = GetItemStats and GetItemStats(id)
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if not s then return false end
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return OH_WEAPON_TYPES[s.inventoryType] == true
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end
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local function UpdateWeaponSpeeds()
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if not GetUnitField then return end
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local mhSpeed = GetUnitField("player", "baseAttackTime")
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local ohSpeed = GetUnitField("player", "offhandAttackTime")
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if mhSpeed and mhSpeed > 0 then
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swingState.mainhand.speed = mhSpeed / 1000
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end
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if HasOffhandWeapon() and ohSpeed and ohSpeed > 0 then
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swingState.offhand.speed = ohSpeed / 1000
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else
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swingState.offhand.speed = 0
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end
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local raSpeed = GetUnitField("player", "rangedAttackTime")
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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, resetFromNow)
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local now = GetTime()
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-- always refresh speeds to catch haste buffs/debuffs
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UpdateWeaponSpeeds()
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-- dual-wield guard: if MH swing just started (<100ms ago) and this isn't
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-- flagged as offhand, it's likely an OH event with missing flag
|
||||
if not isOffhand and swingState.offhand.speed > 0 then
|
||||
local mhAge = now - (swingState.mainhand.nextSwing - swingState.mainhand.speed)
|
||||
if swingState.mainhand.swinging and mhAge > 0 and mhAge < 0.1 then
|
||||
isOffhand = true
|
||||
end
|
||||
end
|
||||
|
||||
if isOffhand and swingState.offhand.speed > 0 then
|
||||
-- resetFromNow: hard reset (e.g. Slam) - always start from now
|
||||
-- otherwise: chain from previous nextSwing to avoid timer jumps
|
||||
local base = (not resetFromNow and swingState.offhand.swinging and swingState.offhand.nextSwing > (now - 0.5)) and swingState.offhand.nextSwing or now
|
||||
swingState.offhand.nextSwing = base + swingState.offhand.speed
|
||||
swingState.offhand.swinging = true
|
||||
if sw_showoh then pfUI.swingtimer.offhand:Show() end
|
||||
else
|
||||
-- resetFromNow: hard reset (e.g. Slam) - always start from now
|
||||
-- otherwise: chain from previous nextSwing to avoid timer jumps on HS/normal swing
|
||||
local base = (not resetFromNow and swingState.mainhand.swinging and swingState.mainhand.nextSwing > (now - 0.5)) and swingState.mainhand.nextSwing or now
|
||||
swingState.mainhand.nextSwing = base + swingState.mainhand.speed
|
||||
swingState.mainhand.swinging = true
|
||||
pfUI.swingtimer.mainhand:Show()
|
||||
end
|
||||
|
||||
pfUI.swingtimer:Show()
|
||||
end
|
||||
|
||||
local function StartRangedSwing()
|
||||
if not sw_showranged then return end
|
||||
UpdateWeaponSpeeds()
|
||||
if swingState.ranged.speed <= 0 then return end
|
||||
-- Ranged replaces MH: cancel mainhand swing
|
||||
swingState.mainhand.swinging = false
|
||||
pfUI.swingtimer.mainhand:Hide()
|
||||
swingState.ranged.nextSwing = GetTime() + swingState.ranged.speed
|
||||
swingState.ranged.swinging = true
|
||||
|
||||
if isHunter then
|
||||
-- Hunter: left/right halves anchored to CENTER, shrink outside->in
|
||||
pfUI.swingtimer.ranged.left:ClearAllPoints()
|
||||
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
|
||||
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
|
||||
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
|
||||
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
|
||||
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
|
||||
else
|
||||
-- Non-Hunter: left anchored to TOPLEFT, grows left->right like MH/OH
|
||||
pfUI.swingtimer.ranged.left:ClearAllPoints()
|
||||
pfUI.swingtimer.ranged.left:SetPoint("TOPLEFT", pfUI.swingtimer.ranged, "TOPLEFT", 0, 0)
|
||||
pfUI.swingtimer.ranged.left:SetWidth(0.1)
|
||||
pfUI.swingtimer.ranged.left:Hide()
|
||||
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0, 0, 1)
|
||||
pfUI.swingtimer.ranged.right:SetWidth(0.1)
|
||||
pfUI.swingtimer.ranged.right:Hide()
|
||||
end
|
||||
|
||||
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
|
||||
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
|
||||
pfUI.swingtimer.ranged.warn:SetWidth(1)
|
||||
pfUI.swingtimer.ranged.warn:Hide()
|
||||
pfUI.swingtimer.ranged:Show()
|
||||
pfUI.swingtimer:Show()
|
||||
end
|
||||
|
||||
local function ResetSwingTimers()
|
||||
swingState.mainhand.swinging = false
|
||||
swingState.offhand.swinging = false
|
||||
swingState.ranged.swinging = false
|
||||
pfUI.swingtimer.mainhand:Hide()
|
||||
pfUI.swingtimer.offhand:Hide()
|
||||
pfUI.swingtimer.ranged:Hide()
|
||||
pfUI.swingtimer:Hide()
|
||||
end
|
||||
|
||||
-- OnUpdate: countdown all timers with delta, then render
|
||||
local swingThrottle = 0
|
||||
pfUI.swingtimer:SetScript("OnUpdate", function()
|
||||
swingThrottle = swingThrottle + arg1
|
||||
if swingThrottle < 0.016 then return end
|
||||
local delta = swingThrottle
|
||||
swingThrottle = 0
|
||||
local now = GetTime()
|
||||
local anyActive = false
|
||||
|
||||
-- Execute delayed regen reset (only if combat hasn't resumed)
|
||||
if swingState.regenResetPending and now >= swingState.regenResetPending then
|
||||
swingState.regenResetPending = nil
|
||||
ResetSwingTimers()
|
||||
-- Delayed out-of-combat reset
|
||||
if pfUI.swingtimer.regenResetAt and GetTime() >= pfUI.swingtimer.regenResetAt then
|
||||
pfUI.swingtimer.regenResetAt = nil
|
||||
ResetAll()
|
||||
return
|
||||
end
|
||||
|
||||
local anyActive = false
|
||||
|
||||
-- Tick timers down. When a timer expires we give a short grace period before
|
||||
-- hiding the bar, to bridge the 1-2 frame gap until AUTO_ATTACK_SELF arrives.
|
||||
-- If AUTO_ATTACK_SELF arrives during the grace period it resets the timer
|
||||
-- normally and the grace timer is cleared. If not (e.g. auto-attack was
|
||||
-- turned off), the bar hides after the grace period ends.
|
||||
local GRACE = 0.15 -- seconds to wait after timer hits 0 before hiding
|
||||
|
||||
if mhActive then
|
||||
mhTimer = mhTimer - delta
|
||||
if mhTimer <= 0 then
|
||||
mhTimer = 0
|
||||
if not pfUI.swingtimer.mhGraceAt then
|
||||
pfUI.swingtimer.mhGraceAt = GetTime() + GRACE
|
||||
elseif GetTime() >= pfUI.swingtimer.mhGraceAt then
|
||||
pfUI.swingtimer.mhGraceAt = nil
|
||||
mhActive = false
|
||||
pfUI.swingtimer.mainhand:Hide()
|
||||
end
|
||||
end
|
||||
end
|
||||
if ohActive then
|
||||
ohTimer = ohTimer - delta
|
||||
if ohTimer <= 0 then
|
||||
ohTimer = 0
|
||||
if not pfUI.swingtimer.ohGraceAt then
|
||||
pfUI.swingtimer.ohGraceAt = GetTime() + GRACE
|
||||
elseif GetTime() >= pfUI.swingtimer.ohGraceAt then
|
||||
pfUI.swingtimer.ohGraceAt = nil
|
||||
ohActive = false
|
||||
pfUI.swingtimer.offhand:Hide()
|
||||
end
|
||||
end
|
||||
end
|
||||
if raActive then
|
||||
raTimer = raTimer - delta
|
||||
if raTimer <= 0 then
|
||||
raTimer = 0
|
||||
raActive = false
|
||||
pfUI.swingtimer.ranged:Hide()
|
||||
end
|
||||
end
|
||||
|
||||
-- HS/Cleave color
|
||||
local curR, curG, curB = mhDefaultR, mhDefaultG, mhDefaultB
|
||||
if sw_hsqueue and isWarrior then
|
||||
local hs, cl = IsHSOrCleaveQueued()
|
||||
@@ -387,104 +428,83 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
|
||||
end
|
||||
end
|
||||
|
||||
if swingState.mainhand.swinging then
|
||||
local remaining = swingState.mainhand.nextSwing - now
|
||||
|
||||
if remaining <= 0 then
|
||||
swingState.mainhand.swinging = false
|
||||
pfUI.swingtimer.mainhand:Hide()
|
||||
else
|
||||
local progress = 1 - (remaining / swingState.mainhand.speed)
|
||||
pfUI.swingtimer.mainhand:SetValue(progress)
|
||||
pfUI.swingtimer.mainhand:SetStatusBarColor(curR, curG, curB, mhA)
|
||||
if sw_showtext then
|
||||
pfUI.swingtimer.mainhand.text:SetText(string.format("%.1f", remaining))
|
||||
end
|
||||
anyActive = true
|
||||
-- Render MH
|
||||
if mhActive then
|
||||
local progress = 1 - (mhTimer / mhTimerMax)
|
||||
pfUI.swingtimer.mainhand:SetValue(progress)
|
||||
pfUI.swingtimer.mainhand:SetStatusBarColor(curR, curG, curB, mhA)
|
||||
if sw_showtext then
|
||||
pfUI.swingtimer.mainhand.text:SetText(string.format("%.1f", math.floor(mhTimer * 10) / 10))
|
||||
end
|
||||
if sw_showspeed and mhSpeed > 0 then
|
||||
pfUI.swingtimer.mainhand.speed:SetText(string.format("%.2f", mhSpeed))
|
||||
end
|
||||
anyActive = true
|
||||
end
|
||||
|
||||
if sw_showoh and swingState.offhand.swinging then
|
||||
local remaining = swingState.offhand.nextSwing - now
|
||||
|
||||
if remaining <= 0 then
|
||||
swingState.offhand.swinging = false
|
||||
pfUI.swingtimer.offhand:Hide()
|
||||
else
|
||||
local progress = 1 - (remaining / swingState.offhand.speed)
|
||||
pfUI.swingtimer.offhand:SetValue(progress)
|
||||
if sw_showtext then
|
||||
pfUI.swingtimer.offhand.text:SetText(string.format("%.1f", remaining))
|
||||
end
|
||||
anyActive = true
|
||||
-- Render OH
|
||||
if sw_showoh and ohActive then
|
||||
local progress = 1 - (ohTimer / ohTimerMax)
|
||||
pfUI.swingtimer.offhand:SetValue(progress)
|
||||
if sw_showtext then
|
||||
pfUI.swingtimer.offhand.text:SetText(string.format("%.1f", math.floor(ohTimer * 10) / 10))
|
||||
end
|
||||
anyActive = true
|
||||
elseif not sw_showoh then
|
||||
pfUI.swingtimer.offhand:Hide()
|
||||
end
|
||||
|
||||
if sw_showranged and swingState.ranged.swinging then
|
||||
local remaining = swingState.ranged.nextSwing - now
|
||||
|
||||
if remaining <= 0 then
|
||||
swingState.ranged.swinging = false
|
||||
pfUI.swingtimer.ranged:Hide()
|
||||
else
|
||||
if isHunter then
|
||||
-- Hunter ranged animation: two phases
|
||||
-- Phase 1 (speed-0.5s): bar visible full, shrinks from outside->in toward center (normal color)
|
||||
-- Phase 2 (0.5s): bar grows from center outward (warning color)
|
||||
local DEADZONE = 0.5
|
||||
local halfW = sw_width / 2
|
||||
|
||||
if remaining > DEADZONE then
|
||||
-- Phase 1: left/right halves shrink from outside->in toward center
|
||||
local elapsed = swingState.ranged.speed - remaining
|
||||
local phase1dur = swingState.ranged.speed - DEADZONE
|
||||
local p = elapsed / phase1dur -- 0 = full, 1 = gone
|
||||
local w = halfW * (1 - p)
|
||||
if w < 1 then w = 1 end
|
||||
pfUI.swingtimer.ranged.left:Show()
|
||||
pfUI.swingtimer.ranged.left:SetWidth(w)
|
||||
pfUI.swingtimer.ranged.left:SetTexCoord(0, (1 - p) * 0.5, 0, 1)
|
||||
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
|
||||
pfUI.swingtimer.ranged.right:Show()
|
||||
pfUI.swingtimer.ranged.right:SetWidth(w)
|
||||
pfUI.swingtimer.ranged.right:SetTexCoord(1 - (1 - p) * 0.5, 1, 0, 1)
|
||||
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
|
||||
pfUI.swingtimer.ranged.warn:Hide()
|
||||
else
|
||||
-- Phase 2: warning color grows from center->outside
|
||||
local p = 1 - (remaining / DEADZONE) -- 0 = nothing, 1 = full
|
||||
local w = sw_width * p
|
||||
if w < 1 then w = 1 end
|
||||
pfUI.swingtimer.ranged.left:Hide()
|
||||
pfUI.swingtimer.ranged.right:Hide()
|
||||
pfUI.swingtimer.ranged.warn:SetWidth(w)
|
||||
pfUI.swingtimer.ranged.warn:Show()
|
||||
end
|
||||
else
|
||||
-- Non-Hunter (Warrior Throw, Rogue): simple left->right fill like MH/OH
|
||||
local progress = 1 - (remaining / swingState.ranged.speed)
|
||||
local w = sw_width * progress
|
||||
-- Render Ranged
|
||||
if sw_showranged and raActive then
|
||||
local remaining = raTimer
|
||||
if isHunter then
|
||||
local DEADZONE = 0.5
|
||||
local halfW = sw_width / 2
|
||||
if remaining > DEADZONE then
|
||||
local elapsed = raTimerMax - remaining
|
||||
local phase1dur = raTimerMax - DEADZONE
|
||||
local p = elapsed / phase1dur
|
||||
local w = halfW * (1 - p)
|
||||
if w < 1 then w = 1 end
|
||||
pfUI.swingtimer.ranged.left:Show()
|
||||
pfUI.swingtimer.ranged.left:SetWidth(w)
|
||||
pfUI.swingtimer.ranged.left:SetTexCoord(0, progress, 0, 1)
|
||||
pfUI.swingtimer.ranged.right:Hide()
|
||||
pfUI.swingtimer.ranged.left:SetTexCoord(0, (1 - p) * 0.5, 0, 1)
|
||||
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
|
||||
pfUI.swingtimer.ranged.right:Show()
|
||||
pfUI.swingtimer.ranged.right:SetWidth(w)
|
||||
pfUI.swingtimer.ranged.right:SetTexCoord(1 - (1 - p) * 0.5, 1, 0, 1)
|
||||
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
|
||||
pfUI.swingtimer.ranged.warn:Hide()
|
||||
else
|
||||
local p = 1 - (remaining / DEADZONE)
|
||||
local w = sw_width * p
|
||||
if w < 1 then w = 1 end
|
||||
pfUI.swingtimer.ranged.left:Hide()
|
||||
pfUI.swingtimer.ranged.right:Hide()
|
||||
pfUI.swingtimer.ranged.warn:SetWidth(w)
|
||||
pfUI.swingtimer.ranged.warn:Show()
|
||||
end
|
||||
if sw_showtext then
|
||||
if isHunter and remaining <= 0.5 then
|
||||
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", remaining))
|
||||
elseif isHunter then
|
||||
-- Show time until deadzone starts, not full remaining
|
||||
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", remaining - 0.5))
|
||||
if remaining <= 0.5 then
|
||||
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", math.floor(remaining * 10) / 10))
|
||||
else
|
||||
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", remaining))
|
||||
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", math.floor((remaining - 0.5) * 10) / 10))
|
||||
end
|
||||
end
|
||||
anyActive = true
|
||||
else
|
||||
local progress = 1 - (remaining / raTimerMax)
|
||||
local w = sw_width * progress
|
||||
if w < 1 then w = 1 end
|
||||
pfUI.swingtimer.ranged.left:Show()
|
||||
pfUI.swingtimer.ranged.left:SetWidth(w)
|
||||
pfUI.swingtimer.ranged.left:SetTexCoord(0, progress, 0, 1)
|
||||
pfUI.swingtimer.ranged.right:Hide()
|
||||
pfUI.swingtimer.ranged.warn:Hide()
|
||||
if sw_showtext then
|
||||
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", math.floor(remaining * 10) / 10))
|
||||
end
|
||||
end
|
||||
anyActive = true
|
||||
elseif not sw_showranged then
|
||||
pfUI.swingtimer.ranged:Hide()
|
||||
end
|
||||
@@ -498,36 +518,40 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
|
||||
end
|
||||
end)
|
||||
|
||||
local events = CreateFrame("Frame")
|
||||
events:RegisterEvent("AUTO_ATTACK_SELF")
|
||||
events:RegisterEvent("AUTO_ATTACK_OTHER")
|
||||
events:RegisterEvent("PLAYER_ENTERING_WORLD")
|
||||
events:RegisterEvent("UNIT_INVENTORY_CHANGED")
|
||||
events:RegisterEvent("PLAYER_REGEN_DISABLED")
|
||||
events:RegisterEvent("PLAYER_REGEN_ENABLED")
|
||||
events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
|
||||
events:RegisterEvent("UNIT_DIED")
|
||||
events:RegisterEvent("SPELL_QUEUE_EVENT")
|
||||
-- SPELL_START_SELF: fires only for cast-time spells, never instants
|
||||
local spellStartFrame = CreateFrame("Frame")
|
||||
spellStartFrame:RegisterEvent("SPELL_START_SELF")
|
||||
spellStartFrame:SetScript("OnEvent", function()
|
||||
pendingCastSpellId = arg1
|
||||
end)
|
||||
|
||||
-- Use libdebuff SPELL_GO_SELF hook instead of registering the event separately
|
||||
-- SPELL_GO hook via libdebuff
|
||||
pfUI.libdebuff_spell_go_hooks = pfUI.libdebuff_spell_go_hooks or {}
|
||||
pfUI.libdebuff_spell_go_hooks["swingtimer"] = function(spellId)
|
||||
if RANGED_SPELLIDS[spellId] then
|
||||
StartRangedSwing()
|
||||
ResetRanged()
|
||||
elseif slamSpellIDs[spellId] then
|
||||
-- Slam resets the swing timer hard from now (not chained from previous nextSwing)
|
||||
-- Slam delays auto-attack but does NOT reset the swing timer. Ignore.
|
||||
pendingCastSpellId = nil
|
||||
return
|
||||
elseif hsSpellIDs[spellId] or IsOnSwingSpell(spellId) then
|
||||
hsQueued = false; cleaveQueued = false
|
||||
StartSwing(false, true)
|
||||
elseif hsSpellIDs[spellId] then
|
||||
hsQueued = false; cleaveQueued = false
|
||||
StartSwing(false)
|
||||
ResetMH()
|
||||
elseif cleaveSpellIDs[spellId] then
|
||||
hsQueued = false; cleaveQueued = false
|
||||
StartSwing(false)
|
||||
ResetMH()
|
||||
else
|
||||
-- Only reset for cast-time spells (signaled by SPELL_START_SELF)
|
||||
if mhActive and mhSpeed > 0 and pendingCastSpellId == spellId then
|
||||
UpdateWeaponSpeeds()
|
||||
mhTimerMax = mhSpeed
|
||||
mhTimer = mhSpeed
|
||||
end
|
||||
end
|
||||
pendingCastSpellId = nil
|
||||
end
|
||||
|
||||
-- Use libdebuff SPELL_CAST_EVENT hook instead of registering the event separately
|
||||
-- SPELL_CAST_EVENT hook: HS/Cleave queue tracking
|
||||
pfUI.libdebuff_spell_cast_hooks = pfUI.libdebuff_spell_cast_hooks or {}
|
||||
pfUI.libdebuff_spell_cast_hooks["swingtimer"] = function(success, spellId)
|
||||
if success ~= 1 then return end
|
||||
@@ -540,60 +564,84 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
|
||||
|
||||
local playerGUID = nil
|
||||
|
||||
local events = CreateFrame("Frame")
|
||||
events:RegisterEvent("AUTO_ATTACK_SELF")
|
||||
events:RegisterEvent("AUTO_ATTACK_OTHER")
|
||||
events:RegisterEvent("PLAYER_ENTERING_WORLD")
|
||||
events:RegisterEvent("UNIT_INVENTORY_CHANGED")
|
||||
events:RegisterEvent("PLAYER_REGEN_DISABLED")
|
||||
events:RegisterEvent("PLAYER_REGEN_ENABLED")
|
||||
events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
|
||||
events:RegisterEvent("UNIT_DIED")
|
||||
events:RegisterEvent("SPELL_QUEUE_EVENT")
|
||||
events:RegisterEvent("START_AUTOATTACK")
|
||||
events:RegisterEvent("STOP_AUTOATTACK")
|
||||
|
||||
events:SetScript("OnEvent", function()
|
||||
if event == "AUTO_ATTACK_SELF" then
|
||||
local hitInfo = arg4 or 0
|
||||
local hitInfo = arg4 or 0
|
||||
local isOffhand = bit.band(hitInfo, HITINFO_LEFTSWING) ~= 0
|
||||
local noAction = bit.band(hitInfo, HITINFO_NOACTION) ~= 0
|
||||
-- HITINFO_NOACTION: server did not advance the swing clock (extra attack), ignore
|
||||
local noAction = bit.band(hitInfo, HITINFO_NOACTION) ~= 0
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cff00ffff[AA] hi=%d OH=%s noAct=%s|r", hitInfo, tostring(isOffhand), tostring(noAction)))
|
||||
if noAction then return end
|
||||
|
||||
-- Fallback extra attack detection: some servers (e.g. Turtle WoW) do not set
|
||||
-- HITINFO_NOACTION for extra attacks (Sword Specialization, Windfury, Hand of Justice).
|
||||
-- An extra attack fires a second AUTO_ATTACK_SELF while the current swing timer is
|
||||
-- still running with significant time remaining. In that case, the swing clock was
|
||||
-- NOT reset by the server, so we must not reset our timer either.
|
||||
local now = GetTime()
|
||||
if not isOffhand and swingState.mainhand.swinging then
|
||||
local remaining = swingState.mainhand.nextSwing - now
|
||||
-- If more than 20% of swing speed remains, this is an extra attack, not a real swing
|
||||
if remaining > swingState.mainhand.speed * 0.2 then return end
|
||||
-- Extra attack detection: if timer still has >20% remaining for that hand,
|
||||
-- the server did NOT reset the swing clock -> this is an extra attack, skip.
|
||||
-- Use 20% here (SP_SwingTimer's ShouldResetTimer threshold).
|
||||
-- Exception: if timer is already at 0 (expired), always accept.
|
||||
if isOffhand then
|
||||
local pct = ohActive and (ohTimer / ohTimerMax) or 0
|
||||
if ohActive and ohTimer > 0 and pct > 0.20 then
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cffff4444[AA] OH extra-attack skip pct=%.0f%% t=%.3f|r", pct*100, ohTimer))
|
||||
return
|
||||
end
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cff00ff88[AA] OH reset (was pct=%.0f%% t=%.3f)|r", pct*100, ohTimer))
|
||||
ResetOH()
|
||||
else
|
||||
local pct = mhActive and (mhTimer / mhTimerMax) or 0
|
||||
if mhActive and mhTimer > 0 and pct > 0.20 then
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cffff4444[AA] MH extra-attack skip pct=%.0f%% t=%.3f|r", pct*100, mhTimer))
|
||||
return
|
||||
end
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cff00ff88[AA] MH reset (was pct=%.0f%% t=%.3f)|r", pct*100, mhTimer))
|
||||
ResetMH()
|
||||
end
|
||||
if isOffhand and swingState.offhand.swinging then
|
||||
local remaining = swingState.offhand.nextSwing - now
|
||||
if remaining > swingState.offhand.speed * 0.2 then return end
|
||||
end
|
||||
|
||||
StartSwing(isOffhand)
|
||||
|
||||
elseif event == "AUTO_ATTACK_OTHER" then
|
||||
-- arg1=attackerGuid, arg2=targetGuid, arg3=totalDamage, arg4=hitInfo, arg5=victimState
|
||||
-- We want: someone attacked the player (targetGuid == playerGUID) and the player parried
|
||||
-- Parry haste: enemy attacked the player and player parried
|
||||
local targetGuid = arg2
|
||||
if not targetGuid or not playerGUID then return end
|
||||
if targetGuid ~= playerGUID then return end
|
||||
local victimState = arg5 or 0
|
||||
-- VICTIMSTATE_PARRY = 3
|
||||
-- Vanilla parry mechanic: resets swing timer to 60% of weapon speed,
|
||||
-- but only if the remaining time is more than 40% of weapon speed (otherwise no change)
|
||||
-- Vanilla: parry reduces the NEXT swing timer by 40% of weapon speed,
|
||||
-- minimum 20% of weapon speed remaining (SP_SwingTimer approach)
|
||||
if victimState == 3 then
|
||||
local now = GetTime()
|
||||
local speed = swingState.mainhand.speed
|
||||
local remaining = swingState.mainhand.nextSwing - now
|
||||
local parryReset = speed * 0.6
|
||||
local threshold = speed * 0.4
|
||||
-- Only apply reset if it would actually reduce the remaining time
|
||||
if remaining > parryReset then
|
||||
swingState.mainhand.nextSwing = now + parryReset
|
||||
swingState.mainhand.swinging = true
|
||||
pfUI.swingtimer.mainhand:Show()
|
||||
pfUI.swingtimer:Show()
|
||||
elseif remaining <= 0 and threshold > 0 then
|
||||
-- swing already fired but parry came in: reset to parryReset
|
||||
swingState.mainhand.nextSwing = now + parryReset
|
||||
swingState.mainhand.swinging = true
|
||||
pfUI.swingtimer.mainhand:Show()
|
||||
pfUI.swingtimer:Show()
|
||||
-- Apply to whichever swing comes next (smallest % remaining = closest to firing)
|
||||
if ohActive and ohSpeed > 0 and (ohTimer / ohTimerMax) < (mhTimer / mhTimerMax) then
|
||||
local minimum = ohSpeed * 0.20
|
||||
if ohTimer > minimum then
|
||||
local reduct = ohSpeed * 0.40
|
||||
local before = ohTimer
|
||||
ohTimer = ohTimer - reduct
|
||||
if ohTimer < minimum then ohTimer = minimum end
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cffff9900[PARRY] OH %.3fs->%.3f min=%.3f spd=%.3f pct=%.0f%%|r", before, ohTimer, minimum, ohSpeed, (ohTimer/ohTimerMax)*100))
|
||||
else
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cffaaaaaa[PARRY] OH no-op already<=min %.3f|r", ohTimer))
|
||||
end
|
||||
elseif mhActive and mhSpeed > 0 then
|
||||
local minimum = mhSpeed * 0.20
|
||||
if mhTimer > minimum then
|
||||
local reduct = mhSpeed * 0.40
|
||||
local before = mhTimer
|
||||
mhTimer = mhTimer - reduct
|
||||
if mhTimer < minimum then mhTimer = minimum end
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cffff9900[PARRY] MH %.3f->%.3f min=%.3f spd=%.3f pct=%.0f%%|r", before, mhTimer, minimum, mhSpeed, (mhTimer/mhTimerMax)*100))
|
||||
else
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cffaaaaaa[PARRY] MH no-op already<=min %.3f|r", mhTimer))
|
||||
end
|
||||
else
|
||||
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cffff0000[PARRY] skip mhA=%s ohA=%s mhT=%.3f ohT=%.3f|r", tostring(mhActive), tostring(ohActive), mhTimer, ohTimer))
|
||||
end
|
||||
end
|
||||
|
||||
@@ -606,30 +654,33 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
|
||||
hsQueued = true; cleaveQueued = false
|
||||
elseif cleaveSpellIDs[spellId] then
|
||||
cleaveQueued = true; hsQueued = false
|
||||
else
|
||||
end
|
||||
elseif eventCode == ON_SWING_QUEUE_POPPED then
|
||||
hsQueued = false; cleaveQueued = false
|
||||
else
|
||||
end
|
||||
|
||||
elseif event == "START_AUTOATTACK" then
|
||||
autoAttackActive = true
|
||||
|
||||
elseif event == "STOP_AUTOATTACK" then
|
||||
autoAttackActive = false
|
||||
|
||||
elseif event == "PLAYER_ENTERING_WORLD" then
|
||||
local _, class = UnitClass("player")
|
||||
isWarrior = (class == "WARRIOR")
|
||||
local guid = GetUnitGUID("player")
|
||||
playerGUID = guid
|
||||
playerGUID = GetUnitGUID("player")
|
||||
UpdateWeaponSpeeds()
|
||||
RebuildQueueSlotCache()
|
||||
|
||||
elseif event == "UNIT_INVENTORY_CHANGED" then
|
||||
if arg1 and arg1 ~= "player" then return end
|
||||
UpdateWeaponSpeeds()
|
||||
if swingState.offhand.speed == 0 then
|
||||
swingState.offhand.swinging = false
|
||||
if ohSpeed == 0 then
|
||||
ohActive = false
|
||||
pfUI.swingtimer.offhand:Hide()
|
||||
end
|
||||
if swingState.ranged.speed == 0 then
|
||||
swingState.ranged.swinging = false
|
||||
if raSpeed == 0 then
|
||||
raActive = false
|
||||
pfUI.swingtimer.ranged:Hide()
|
||||
end
|
||||
|
||||
@@ -637,22 +688,17 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
|
||||
RebuildQueueSlotCache()
|
||||
|
||||
elseif event == "PLAYER_REGEN_DISABLED" then
|
||||
swingState.regenResetPending = nil -- cancel delayed reset, combat resumed
|
||||
pfUI.swingtimer.regenResetAt = nil
|
||||
UpdateWeaponSpeeds()
|
||||
|
||||
elseif event == "PLAYER_REGEN_ENABLED" then
|
||||
-- Delay reset to avoid false resets between mobs in raids
|
||||
-- If combat resumes within 2s (PLAYER_REGEN_DISABLED), cancel the reset
|
||||
swingState.regenResetPending = GetTime() + 2.0
|
||||
pfUI.swingtimer.regenResetAt = GetTime() + 5.0
|
||||
hsQueued = false
|
||||
cleaveQueued = false
|
||||
|
||||
elseif event == "UNIT_DIED" then
|
||||
-- Only reset if the player themselves died
|
||||
local guid = arg1
|
||||
if not guid then return end
|
||||
if guid == playerGUID then
|
||||
ResetSwingTimers()
|
||||
if arg1 and arg1 == playerGUID then
|
||||
ResetAll()
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
Reference in New Issue
Block a user