libdebuff: always take talents into account

* reduce execution time
* fix wrong variable scope
This commit is contained in:
shagu
2019-02-25 18:44:22 +01:00
parent 30aad8b492
commit e9f596f0e7
+14 -10
View File
@@ -20,9 +20,11 @@ local libdebuff = CreateFrame("Frame", "pfdebuffsScanner", UIParent)
local scanner = libtipscan:GetScanner("libdebuff")
function libdebuff:GetDuration(effect, rank)
if L["debuffs"][effect] and rank then
local rank = string.gsub(rank, RANK .. " ", "")
local duration = L["debuffs"][effect][tonumber(rank)] or libdebuff:GetDuration(effect)
if L["debuffs"][effect] then
local rank = rank and tonumber(string.gsub(rank, RANK .. " ", "")) or 0
local rank = L["debuffs"][effect][rank] and rank or libdebuff:GetMaxRank(effect)
local duration = L["debuffs"][effect][rank]
if effect == L["dyndebuffs"]["Rupture"] then
-- Rupture: +2 sec per combo point
duration = duration + GetComboPoints()*2
@@ -47,10 +49,6 @@ function libdebuff:GetDuration(effect, rank)
if count and count > 0 then duration = duration + (count*.5) end
end
return duration
elseif L["debuffs"][effect] and L["debuffs"][effect][0] then
return L["debuffs"][effect][0]
elseif L["debuffs"][effect] then
return L["debuffs"][effect][libdebuff:GetMaxRank(effect)]
else
return 0
end
@@ -157,7 +155,10 @@ libdebuff:SetScript("OnEvent", function()
-- Add Missing Buffs by Iteration
elseif ( event == "UNIT_AURA" and arg1 == "target" ) or event == "PLAYER_TARGET_CHANGED" then
for i=1, 16 do
effect, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff("target", i)
local effect, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff("target", i)
-- abort when no further debuff was found
if not texture then return end
if texture and effect and effect ~= "" then
-- don't overwrite existing timers
@@ -217,14 +218,17 @@ hooksecurefunc("UseAction", function(slot, target, button)
end, true)
function libdebuff:UnitDebuff(unit, id)
scanner:SetUnitDebuff(unit, id)
local effect = scanner:Line(1) or ""
local unitname = UnitName(unit)
local unitlevel = UnitLevel(unit)
local texture, stacks, dtype = UnitDebuff(unit, id)
local duration, timeleft = nil, -1
local rank = nil -- no backport
local effect
if texture then
scanner:SetUnitDebuff(unit, id)
effect = scanner:Line(1) or ""
end
if libdebuff.objects[unitname] and libdebuff.objects[unitname][unitlevel] and libdebuff.objects[unitname][unitlevel][effect] then
-- clean up cache