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https://github.com/brues-code/pfUI.git
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The tick frame is a status bar whose invisible fill sweeps each period from a duration object, with the spark anchored to the fill's edge (ClassicAPI v1.19.1). A timer at each period's end rolls the sweep over by whole periods, paused while hidden and caught up as it shows. The five-second rule ends on its own timer, and the spark's alpha and the rule bar update on the events that change them. Full mana now hides the frame on every event, not just on a power update.
296 lines
12 KiB
Lua
296 lines
12 KiB
Lua
-- One server clock drives every power: Player::RegenerateAll fires every
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-- REGEN_TIME_FULL (2s), re-arms with `+=`, and is never reset by casting. The
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-- five-second rule (SetLastManaUse on any mana-costing cast) changes what a tick
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-- pays, never when it lands; mp5 and the player's MOD_MANA_REGEN_INTERRUPT share
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-- still come in. That share can't be computed here -- item sources are equip
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-- auras absent from the buff list and m_modManaRegenInterrupt is never sent --
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-- so the spark shows it instead: dim through the window until a tick lands.
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--
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-- The sweep free-runs on that clock and phase-locks to observed gains. A gain
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-- mid-sweep (Illumination, Judgement of Wisdom, potions, a Mana Spring totem on
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-- its own phase) is not the tick and never moves it.
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local FIVE_SECOND_RULE = 5
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-- gains farther than this from the predicted boundary are not the tick
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local TICK_TOLERANCE = .25
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-- arrival jitter; a tick inside this band confirms the sweep rather than
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-- re-anchoring it, or the spark hitches at every wrap
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local TICK_JITTER = .08
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-- Player::RegenerateAll:
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-- mod = GetTotalAuraModifier(SPELL_AURA_MOD_ENERGY_REGEN_TIME)
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-- if mod > 0 then mod = mod * agility / 10 end
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-- m_regenTimer += max(1, REGEN_TIME_FULL - mod) -- milliseconds
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local REGEN_TIME_FULL = 2
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local ENERGY_REGEN_TIME_AURA = 217 -- SPELL_AURA_MOD_ENERGY_REGEN_TIME
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-- fixed magnitude is basePoints + baseDice (stored 11 -> 12); a die above 1 is
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-- a roll the client can't know, so it counts as nothing rather than a guess
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local amountCache = {}
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local function auraAmount(spellID)
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local amount = amountCache[spellID]
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if amount then return amount end
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amount = 0
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local effects = C_Spell.GetSpellEffectInfo(spellID) -- nil for an id with no record
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if effects then
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for i = 1, 3 do
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local fx = effects[i]
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if fx.auraName == ENERGY_REGEN_TIME_AURA and fx.dieSides <= 1 then
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amount = fx.basePoints + fx.baseDice
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break
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end
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end
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end
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amountCache[spellID] = amount
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return amount
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end
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-- A passive is in effect exactly while known (current rank only, never in the
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-- buff list); anything castable or cast on us counts only while it is up.
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local function getEnergyRegenTimeMod()
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local sum = 0
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for _, spellID in ipairs(C_SpellBook.GetPlayerSpellsByAura(ENERGY_REGEN_TIME_AURA)) do
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if C_Spell.IsSpellPassive(spellID) then
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sum = sum + auraAmount(spellID)
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end
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end
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for i = 1, 32 do
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local spellID = select(10, C_UnitAuras.UnitAura("player", i, "HELPFUL"))
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if not spellID then break end
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sum = sum + auraAmount(spellID)
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end
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return sum
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end
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-- cleared on SPELLS_CHANGED (passives) and PLAYER_AURAS_CHANGED (buffs), and
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-- recomputed by the next tick that asks. Agility stays live: it's one call.
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local energyRegenTimeMod
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local function getAdjustedTickTimer()
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if not energyRegenTimeMod then
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energyRegenTimeMod = getEnergyRegenTimeMod()
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end
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if energyRegenTimeMod == 0 then return REGEN_TIME_FULL end
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-- ms on the server, seconds here; the 1ms floor is the server's and this is a divisor
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local reduction = energyRegenTimeMod * UnitStat("player", 2) / 10000
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return math.max(0.001, REGEN_TIME_FULL - reduction)
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end
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pfUI:RegisterModule("energytick", function()
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if not pfUI.uf or not pfUI.uf.player then
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return
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end
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local rawborder, default_border = GetBorderSize("unitframes")
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local cbtexture = pfUI.media[C.appearance.castbar.texture]
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-- style is read once: switching it in the GUI needs a /reload, same as the
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-- other structural (not cosmetic) toggles in this file
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local fsrOverlay = C.unitframes.player.fsrstyle == "1"
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-- was this gain the regen tick? if so, re-anchor the sweep on it
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local function lockTick(frame)
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local now, period = GetTime(), getAdjustedTickTimer()
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if frame.start then
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-- signed distance to the nearest predicted boundary
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local err = mod(now - frame.start, period)
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if err > period / 2 then err = err - period end
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if math.abs(err) <= TICK_TOLERANCE then
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-- correct only what lies beyond normal jitter
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if err > TICK_JITTER then
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frame.start = frame.start + (err - TICK_JITTER)
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elseif err < -TICK_JITTER then
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frame.start = frame.start + (err + TICK_JITTER)
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end
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frame.max, frame.rejected = period, nil
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return true
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end
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-- two rejected gains one period apart are the real clock: relock to it
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local periodic = frame.rejected and math.abs(now - frame.rejected - period) <= TICK_TOLERANCE
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if not periodic then
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frame.rejected = now
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return false
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end
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end
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frame.start, frame.max, frame.rejected = now, period, nil
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return true
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end
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-- the bar sweeps its fill over one tick period from a duration object; the
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-- fill is invisible and carries the spark on its edge
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local energytick = CreateFrame("StatusBar", nil, pfUI.uf.player.power.bar)
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energytick:SetAllPoints(pfUI.uf.player.power.bar)
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energytick:SetColorFill(1, 1, 1, 0)
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energytick.sweep = C_DurationUtil.CreateDuration()
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energytick:SetTimerDuration(energytick.sweep, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.ElapsedTime)
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energytick:RegisterEvent("PLAYER_ENTERING_WORLD")
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energytick:RegisterUnitEvent("UNIT_DISPLAYPOWER", "player")
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energytick:RegisterUnitEvent("UNIT_POWER_UPDATE", "player")
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energytick:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
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energytick:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_STOP", "player")
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energytick:RegisterEvent("SPELLS_CHANGED")
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energytick:RegisterEvent("PLAYER_AURAS_CHANGED")
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-- the spark hides until a tick is seen, and dims while the rule is up and
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-- nothing has ticked inside it yet
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local function UpdateRule()
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local fsrUp = energytick.mode == "MANA" and energytick.fsr:IsActive()
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energytick.fsrbar:SetShown(fsrUp and energytick:IsShown() and C.unitframes.player.showfsr == "1")
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energytick.spark:SetAlpha(not energytick.start and 0 or (fsrUp and not energytick.fsrGain) and .4 or 1)
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end
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-- the window closed without being re-armed
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local function RuleEnd()
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energytick.fsrSpell, energytick.fsrGain = nil, nil
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energytick.fsr:Reset()
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UpdateRule()
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end
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local function ArmRule()
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energytick.fsr:SetTimeFromStart(GetTime(), FIVE_SECOND_RULE)
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if energytick.ruletimer then energytick.ruletimer:Cancel() end
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energytick.ruletimer = C_Timer.NewTimer(FIVE_SECOND_RULE, RuleEnd)
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end
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-- sweeps the period that holds now and wakes at its end. Rolls over by
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-- whole periods, not from now: restarting bakes timer overshoot into the
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-- phase as drift the lock then has to chase. Runs only while shown; a
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-- hidden bar keeps its phase and catches up as it shows.
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local Sweep
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local function Wrap() Sweep() end
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function Sweep()
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if energytick.wrap then energytick.wrap:Cancel() end
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if not energytick.start or not energytick:IsShown() then return end
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local now = GetTime()
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while now - energytick.start >= energytick.max do
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energytick.start = energytick.start + energytick.max * math.floor((now - energytick.start) / energytick.max)
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energytick.max = getAdjustedTickTimer()
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end
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energytick.sweep:SetTimeFromStart(energytick.start, energytick.max)
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energytick.wrap = C_Timer.NewTimer(energytick.start + energytick.max - now, Wrap)
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end
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energytick:SetScript("OnEvent", function()
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if UnitPowerType("player") == Enum.PowerType.Mana and C.unitframes.player.manatick == "1" then
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this.mode = "MANA"
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elseif UnitPowerType("player") == Enum.PowerType.Energy and C.unitframes.player.energy == "1" then
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this.mode = "ENERGY"
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else
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this.mode = nil
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end
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-- mana regen stops showing at full mana
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this:SetShown(this.mode and not (this.mode == "MANA" and UnitPower("player") >= UnitPowerMax("player")))
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if event == "SPELLS_CHANGED" or event == "PLAYER_AURAS_CHANGED" then
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energyRegenTimeMod = nil
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end
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-- a shift swaps the power the gains are measured on
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if event == "PLAYER_ENTERING_WORLD" or event == "UNIT_DISPLAYPOWER" then
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this.lastPower = UnitPower("player")
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end
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-- the rule arms on the cast (Spell::TakePower: mana powerType, cost > 0),
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-- not on a mana drop -- Mana Burn lowers mana without arming it
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if event == "UNIT_SPELLCAST_SUCCEEDED" and arg1 == "player" then
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local cost = C_Spell.GetSpellPowerCost(arg3)
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cost = cost and cost[1]
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if cost and cost.type == Enum.PowerType.Mana and cost.cost > 0 then
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this.fsrSpell, this.fsrGain = arg3, nil
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ArmRule()
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end
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end
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-- Unit::Update won't expire the rule while the spending spell still channels
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if event == "UNIT_SPELLCAST_CHANNEL_STOP" and arg1 == "player" then
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if this.fsrSpell and this.fsrSpell == arg3 then
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this.fsrGain = nil
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ArmRule()
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end
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end
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-- only the shown power: a cat druid's mana regen is not an energy gain
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if event == "UNIT_POWER_UPDATE" and arg2 == this.mode then
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local power = UnitPower("player")
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local diff = this.lastPower and (power - this.lastPower) or 0
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this.lastPower = power
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-- only a gain can be the tick; a spend never touches the phase
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if diff > 0 and lockTick(this) then
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-- a tick inside the window proves regen continues through it
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if this.fsr:IsActive() then
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this.fsrGain = true
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end
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Sweep()
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end
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end
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UpdateRule()
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end)
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energytick.fsr = C_DurationUtil.CreateDuration()
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if fsrOverlay then
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-- classic style: a translucent shade on top of the power bar's own fill,
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-- under the spark
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energytick.fsrbar = CreateFrame("StatusBar", nil, pfUI.uf.player.power.bar)
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energytick.fsrbar:SetAllPoints(energytick)
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energytick.fsrbar:SetColorFill(1, 1, 1, .15)
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energytick:SetFrameLevel(energytick.fsrbar:GetFrameLevel() + 1)
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else
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-- a real bar below the power bar, not an overlay on top of it -- the same
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-- treatment nameplate castbars get relative to the health bar, so the
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-- window can't be mistaken for missing mana
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energytick.fsrbar = CreateFrame("StatusBar", nil, pfUI.uf.player)
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energytick.fsrbar:SetStatusBarTexture(cbtexture)
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energytick.fsrbar:SetPoint("TOPLEFT", pfUI.uf.player.power.bar, "BOTTOMLEFT", 0, -default_border * 2)
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energytick.fsrbar:SetPoint("TOPRIGHT", pfUI.uf.player.power.bar, "BOTTOMRIGHT", 0, -default_border * 2)
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energytick.fsrbar:SetHeight(tonumber(C.unitframes.player.fsrheight) or 4)
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energytick.fsrbar:SetStatusBarColor(GetStringColor(C.appearance.castbar.fsrcolor))
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CreateBackdrop(energytick.fsrbar, default_border)
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CreateBackdropShadow(energytick.fsrbar)
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end
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energytick.fsrbar:SetTimerDuration(energytick.fsr, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.RemainingTime)
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energytick.fsrbar:Hide()
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-- the bar isn't parented to energytick, so it follows it by hand
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energytick:SetScript("OnShow", function()
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Sweep()
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UpdateRule()
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end)
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energytick:SetScript("OnHide", function()
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Sweep()
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this.fsrbar:Hide()
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end)
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energytick.spark = energytick:CreateTexture(nil, "OVERLAY")
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energytick.spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
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energytick.spark:SetHeight(C.unitframes.player.pheight + 15)
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energytick.spark:SetWidth(C.unitframes.player.pheight + 5)
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energytick.spark:SetBlendMode("ADD")
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energytick.spark:SetPoint("CENTER", energytick:GetStatusBarTexture(), "RIGHT")
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energytick.spark:SetAlpha(0)
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local hookUpdateConfig = pfUI.uf.player.UpdateConfig
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function pfUI.uf.player.UpdateConfig()
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energytick.spark:SetHeight(C.unitframes.player.pheight + 15)
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energytick.spark:SetWidth(C.unitframes.player.pheight + 5)
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if not fsrOverlay then
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energytick.fsrbar:SetHeight(tonumber(C.unitframes.player.fsrheight) or 4)
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energytick.fsrbar:SetStatusBarColor(GetStringColor(C.appearance.castbar.fsrcolor))
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end
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hookUpdateConfig(pfUI.uf.player)
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end
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end)
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