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https://github.com/brues-code/pfUI.git
synced 2026-11-01 16:36:56 +00:00
Read nameplate units directly instead of scanning by name
This commit is contained in:
+42
-101
@@ -2,37 +2,26 @@
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setfenv(1, pfUI:GetEnvironment())
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--[[ libunitscan ]]--
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-- A pfUI library that detects and saves all kind of unit related informations.
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-- Such as level, class, elite-state and playertype. Each query causes the library
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-- to automatically scan for the target if not already existing. Player-data is
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-- persisted within the pfUI_playerDB where the mob data is a throw-away table.
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-- The automatic target scanner is only working for vanilla due to client limitations
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-- on further expansions.
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-- A pfUI library that remembers the class, level and guild of every player it
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-- sees: in the friends, guild, raid and party rosters, in /who results, and as
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-- target, mouseover or nameplate. The data is persisted within pfUI_playerDB,
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-- for the places that only have a player's name, such as chat links and
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-- offline friends. Anything with a unit reads the unit itself instead.
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--
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-- External functions:
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-- GetUnitInfo(name, active, isPlayer)
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-- Returns information of the given unitname. Returns nil if no match is found.
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-- When nothing is found and the active flag is set, the autoscanner will
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-- automatically pick it up and try to fill the missing entry by targetting the unit.
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-- Pass isPlayer=true/false to restrict the lookup to the players or mobs table
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-- (avoids name-collision false positives, e.g. a player and an NPC named Chromie).
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-- GetUnitInfo(name)
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-- Returns information of the given player name. Returns nil if the player
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-- was never seen.
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--
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-- class[String] - The class of the unit
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-- level[Number] - The level of the unit
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-- elite[String] - The elite state of the unit (See UnitClassification())
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-- player[Boolean] - Returns true if unit is a player
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-- guild[String] - Returns guild name of unit is a player
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--
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-- Internal functions:
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-- libunitscan:AddData(db, name, class, level, elite)
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-- Adds unit data to a given db. Where db should be either "players" or "mobs"
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-- class[String] - The class of the player
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-- level[Number] - The level of the player
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-- guild[String] - The guild name of the player
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--
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-- return instantly when another libunitscan is already active
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if pfUI.api.libunitscan then return end
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local units = { players = {}, mobs = {} }
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local queue = { }
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local players = {}
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-- Feed (guid, name, classToken) into ClassicAPI's persistent name
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-- cache when the unit's GUID is resolvable. Roster-style packets
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@@ -46,28 +35,19 @@ local function RememberByUnit(unit, name, class)
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C_PlayerCache.RememberPlayer(guid, name, class, UnitRace(unit), UnitSex(unit))
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end
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function GetUnitInfo(name, active, isPlayer)
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if isPlayer ~= false and units["players"][name] then
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local ret = units["players"][name]
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return ret.class, ret.level, ret.elite, true, ret.guild
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elseif isPlayer ~= true and units["mobs"][name] then
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local ret = units["mobs"][name]
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return ret.class, ret.level, ret.elite, nil, ret.guild
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elseif active then
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queue[name] = true
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libunitscan:Show()
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function GetUnitInfo(name)
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local ret = players[name]
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if ret then
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return ret.class, ret.level, ret.guild
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end
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end
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local function AddData(db, name, class, level, elite, guild)
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if not name or not db then return end
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units[db] = units[db] or {}
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units[db][name] = units[db][name] or {}
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units[db][name].class = class or units[db][name].class
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units[db][name].level = level or units[db][name].level
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units[db][name].elite = elite or units[db][name].elite
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units[db][name].guild = guild or units[db][name].guild
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queue[name] = nil
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local function AddData(name, class, level, guild)
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if not name then return end
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players[name] = players[name] or {}
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players[name].class = class or players[name].class
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players[name].level = level or players[name].level
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players[name].guild = guild or players[name].guild
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end
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local libunitscan = CreateFrame("Frame", "pfUnitScan", UIParent)
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@@ -85,14 +65,14 @@ libunitscan:SetScript("OnEvent", function()
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if event == "PLAYER_ENTERING_WORLD" then
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-- load pfUI_playerDB
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units.players = pfUI_playerDB
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players = pfUI_playerDB
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-- update own character details
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local name = UnitName("player")
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local class = UnitClassBase("player")
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local level = UnitLevel("player")
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local guild = GetGuildInfo("player")
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AddData("players", name, class, level, nil, guild)
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AddData(name, class, level, guild)
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RememberByUnit("player", name, class)
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elseif event == "FRIENDLIST_UPDATE" then
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@@ -100,38 +80,38 @@ libunitscan:SetScript("OnEvent", function()
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local info = C_FriendList.GetFriendInfoByIndex(i)
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if info then
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local level = info.level > 0 and info.level or nil
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AddData("players", info.name, info.classFilename, level)
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AddData(info.name, info.classFilename, level)
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end
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end
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elseif event == "GUILD_ROSTER_UPDATE" then
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local name, class, level, _, guild
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local guild = GetGuildInfo("player")
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local name, class, level, _
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for i = 1, GetNumGuildMembers() do
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name, _, _, level, class = GetGuildRosterInfo(i)
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guild = GetGuildInfo("player")
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class = L["class"][class] or nil
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AddData("players", name, class, level, nil, guild)
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AddData(name, class, level, guild)
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end
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elseif event == "RAID_ROSTER_UPDATE" then
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local name, class, SubGroup, level, unit, _
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local name, class, level, unit, _
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for i = 1, GetNumRaidMembers() do
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unit = "raid" .. i
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name, _, SubGroup, level, class = GetRaidRosterInfo(i)
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name, _, _, level, class = GetRaidRosterInfo(i)
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class = L["class"][class] or nil
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AddData("players", name, class, level)
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AddData(name, class, level)
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RememberByUnit(unit, name, class)
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end
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elseif event == "PARTY_MEMBERS_CHANGED" then
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local name, class, level, unit, _, guild
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local name, class, level, unit, guild
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for i = 1, GetNumPartyMembers() do
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unit = "party" .. i
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class = UnitClassBase(unit)
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name = UnitName(unit)
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level = UnitLevel(unit)
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guild = GetGuildInfo(unit)
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AddData("players", name, class, level, nil, guild)
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AddData(name, class, level, guild)
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RememberByUnit(unit, name, class)
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end
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@@ -139,7 +119,7 @@ libunitscan:SetScript("OnEvent", function()
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for i = 1, C_FriendList.GetNumWhoResults() do
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local info = C_FriendList.GetWhoInfo(i)
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if info then
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AddData("players", info.fullName, info.filename, info.level, nil, info.fullGuildName)
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AddData(info.fullName, info.filename, info.level, info.fullGuildName)
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end
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end
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@@ -147,55 +127,16 @@ libunitscan:SetScript("OnEvent", function()
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local scan = event == "PLAYER_TARGET_CHANGED" and "target"
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or event == "NAME_PLATE_UNIT_ADDED" and arg1
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or "mouseover"
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local name, class, level, elite, guild, _
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if UnitExists(scan) then
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if UnitIsPlayer(scan) then
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class = UnitClassBase(scan)
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level = UnitLevel(scan)
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-- UnitLevel returns -1 for unknown levels, don't overwrite known values
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level = level > 0 and level or nil
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name = UnitName(scan)
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guild = GetGuildInfo(scan)
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AddData("players", name, class, level, nil, guild)
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RememberByUnit(scan, name, class)
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else
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class = UnitClassBase(scan)
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elite = UnitClassification(scan)
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level = UnitLevel(scan)
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-- UnitLevel returns -1 for unknown levels, don't overwrite known values
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level = level > 0 and level or nil
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name = UnitName(scan)
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guild = UnitSubName(scan)
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AddData("mobs", name, class, level, elite, guild)
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end
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if UnitIsPlayer(scan) then
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local name = UnitName(scan)
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local class = UnitClassBase(scan)
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-- UnitLevel returns -1 for unknown levels, don't overwrite known values
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local level = UnitLevel(scan)
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level = level > 0 and level or nil
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AddData(name, class, level, GetGuildInfo(scan))
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RememberByUnit(scan, name, class)
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end
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end
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end)
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-- setup sound function switches
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local SoundOn = PlaySound
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local SoundOff = function() return end
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libunitscan:SetScript("OnUpdate", function()
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-- don't scan when another unit is in target
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if UnitExists("target") or UnitName("target") then return end
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local name = next(queue)
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if name then
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-- disable sound
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_G.PlaySound = SoundOff
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-- try to target the unknown unit
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TargetByName(name, true)
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ClearTarget()
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-- enable sound again
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_G.PlaySound = SoundOn
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queue[name] = nil
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end
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this:Hide()
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end)
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pfUI.api.libunitscan = libunitscan
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+4
-1
@@ -59,7 +59,10 @@ pfUI:RegisterModule("afkcam", function ()
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if not this:IsVisible() then return end
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local info = _G.ChatTypeInfo[string.gsub(event,"CHAT_MSG_","")]
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if not info then return end
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local class = GetUnitInfo(arg2 or "")
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-- the engine name-queries a chat sender before the event fires, so the
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-- sender's GUID (arg12) always resolves
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local _, class
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if arg12 and arg12 ~= "" then _, class = GetPlayerInfoByGUID(arg12) end
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local author, msg
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if class and class ~= UNKNOWN then
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local class_color = PFUI_CLASS_COLORS[class]:GenerateHexColorMarkup()
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+17
-36
@@ -1040,9 +1040,7 @@ nameplates:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", "target", "focu
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local level = plate.original.level:IsShown() and plate.original.level:GetObjectType() == "FontString" and tonumber(plate.original.level:GetText()) or "??"
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-- reset per-unit cache when the plate is reassigned. Gate on GUID *and*
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-- name — name alone misses pool reuse between same-named units (e.g. plate
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-- held a player "Ironforge Guard" and is now reassigned to the NPC by the
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-- same name), which would leak a stale "PLAYER" hint into GetUnitInfo.
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-- name — name alone misses pool reuse between same-named units.
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-- Wipe the whole cache table: the PERF gates below ("only update X when
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-- X changed") would otherwise skip bar/color/text updates when the new
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-- unit happens to share a cached value with the previous occupant
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@@ -1065,27 +1063,26 @@ nameplates:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", "target", "focu
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if event == "PLAYER_TARGET_CHANGED" then unitstr = nil end
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-- remove unitstr when it doesn't resolve to this plate's unit (stale istarget,
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-- stale mouseover guid or a despawned unit). Must run before the cache fills
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-- below -- an unrelated unitstr would poison cache.player/minion with the
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-- *other* unit's answer, and the nil-gate would then never recompute it.
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-- stale mouseover guid or a despawned unit)
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if unitstr and UnitName(unitstr) ~= name then unitstr = nil end
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-- resolve player vs npc from plate's own unit so libunitscan can't return
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-- a player record for an NPC sharing the same name (e.g. Chromie). Stored
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-- as true/false/nil so it doubles as the GetUnitInfo hint.
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if plate.cache.player == nil and unitstr then
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plate.cache.player = UnitIsPlayer(unitstr) and true or false
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-- the plate's own unit token says who it is; a player too high to show a
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-- level keeps the one the player database last saw
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local unit = plate.unit
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local player, class, elite, guild, ulevel
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if unit then
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player = UnitIsPlayer(unit)
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class = player and UnitClassBase(unit)
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elite = UnitClassification(unit)
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guild = player and GetGuildInfo(unit) or UnitSubName(unit)
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ulevel = UnitLevel(unit)
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if player and ulevel <= 0 then
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local _
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_, ulevel = GetUnitInfo(name)
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end
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end
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if plate.cache.minion == nil and unitstr then
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plate.cache.minion = UnitIsMinion(unitstr) and true or false
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end
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local class, ulevel, elite, player, guild
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if not plate.cache.minion then
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class, ulevel, elite, player, guild = GetUnitInfo(name, true, plate.cache.player)
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end
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if plate.cache.player ~= nil then player = plate.cache.player or nil end
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-- Use database level ONLY if current level is ?? (fixes ?? after reload, but doesn't override visible levels)
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-- Use the unit's level ONLY if current level is ?? (fixes ?? after reload, but doesn't override visible levels)
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local levelFromDB = false
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if level == "??" and ulevel and ulevel > 0 then
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level = ulevel
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@@ -1095,13 +1092,9 @@ nameplates:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", "target", "focu
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local unittype = GetUnitType(plate)
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local font_size = C.nameplates.use_unitfonts == "1" and C.global.font_unit_size or C.global.font_size
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-- ignore players with npc names if plate level is lower than player level
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if ulevel and ulevel > (level == "??" and -1 or level) then player = nil end
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if player and unittype == "ENEMY_NPC" then unittype = "ENEMY_PLAYER" end
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if player and unittype == "FRIENDLY_NPC" then unittype = "FRIENDLY_PLAYER" end
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elite = plate.original.levelicon:IsShown() and not player and "boss" or elite
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if not class and not plate.cache.minion then plate.wait_for_scan = true end
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-- skip data updates on invisible frames
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if not visible then return end
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@@ -1219,7 +1212,6 @@ nameplates:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", "target", "focu
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if cfg.showhp then
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local rhp, rhpmax, estimated
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local unit = plate.unit
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if unit then
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local npHp = UnitHealth(unit)
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local npMaxHp = UnitHealthMax(unit)
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@@ -1491,7 +1483,6 @@ nameplates:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", "target", "focu
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local update
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local original = nameplate.original
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local name = original.name:GetText()
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local mouseover = nameplate.cachedGuid and nameplate.cachedGuid == frameState.mouseoverGuid or nil
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-- trigger queued event update
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@@ -1575,16 +1566,6 @@ nameplates:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", "target", "focu
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update = true
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end
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-- trigger update when unit was found. Pass the cached player hint so the
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-- retry probes the same table OnDataChanged will read on the next pass —
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-- otherwise an NPC sharing a name with a known player flips wait_for_scan
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-- off here, then OnDataChanged re-sets it, every frame until the mob scan
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-- lands.
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if nameplate.wait_for_scan and not nameplate.cache.minion and GetUnitInfo(name, true, nameplate.cache.player) then
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nameplate.wait_for_scan = nil
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update = true
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end
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-- trigger update when name color changed (includes combat state check).
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-- Skipped once OnDataChanged owns the name colour (class-coloured friendly
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-- players), so the two writers cannot overwrite each other.
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