mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-22 15:46:56 +00:00
34f5c3eb02
Bugfixes: - Fixed 40-yard range check not working for raid/party frames - Fixed aggro indicator not displaying properly on raid/party frames - Improved aggro cache to only cache positive results for instant detection - Fixed HP/Mana not updating with "Use Raid Frames for group" enabled - Added SuperWoW nil-check for SpellInfo - Added missing events: PARTY_MEMBER_ENABLE, PARTY_MEMBER_DISABLE, PLAYER_UPDATE_RESTING UI Improvements: - Share/Hoverbind buttons now show warning when module is disabled
750 lines
24 KiB
Lua
750 lines
24 KiB
Lua
-- Nampower integration module
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-- Provides spell queue indicator and enhanced cast information
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-- Requires Nampower DLL: https://gitea.com/avitasia/nampower
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pfUI:RegisterModule("nampower", "vanilla", function ()
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-- Only load if Nampower is available
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if not GetNampowerVersion then return end
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local rawborder, border = GetBorderSize()
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-- Spell Queue Indicator
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-- Shows the currently queued spell icon near the castbar
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if C.unitframes.spellqueue == "1" then
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local size = tonumber(C.unitframes.spellqueuesize) or 32
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pfUI.spellqueue = CreateFrame("Frame", "pfSpellQueue", UIParent)
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pfUI.spellqueue:SetFrameStrata("HIGH")
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pfUI.spellqueue:SetWidth(size)
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pfUI.spellqueue:SetHeight(size)
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pfUI.spellqueue:Hide()
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-- Position near player castbar if available
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if pfUI.castbar and pfUI.castbar.player then
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pfUI.spellqueue:SetPoint("LEFT", pfUI.castbar.player, "RIGHT", border*3, 0)
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else
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pfUI.spellqueue:SetPoint("CENTER", UIParent, "CENTER", 100, -100)
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end
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pfUI.spellqueue.icon = pfUI.spellqueue:CreateTexture("OVERLAY")
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pfUI.spellqueue.icon:SetAllPoints(pfUI.spellqueue)
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pfUI.spellqueue.icon:SetTexCoord(.08, .92, .08, .92)
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UpdateMovable(pfUI.spellqueue)
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CreateBackdrop(pfUI.spellqueue)
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CreateBackdropShadow(pfUI.spellqueue)
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-- Event codes from Nampower
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local ON_SWING_QUEUED = 0
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local ON_SWING_QUEUE_POPPED = 1
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local NORMAL_QUEUED = 2
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local NORMAL_QUEUE_POPPED = 3
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local NON_GCD_QUEUED = 4
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local NON_GCD_QUEUE_POPPED = 5
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local queue = CreateFrame("Frame")
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queue:RegisterEvent("SPELL_QUEUE_EVENT")
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queue:SetScript("OnEvent", function()
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local eventCode = arg1
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local spellId = arg2
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if eventCode == NORMAL_QUEUED or eventCode == NON_GCD_QUEUED or eventCode == ON_SWING_QUEUED then
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-- Get spell texture from SpellInfo (SuperWoW) or GetSpellTexture
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local texture
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if SpellInfo then
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local _, _, tex = SpellInfo(spellId)
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texture = tex
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end
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if texture then
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pfUI.spellqueue.icon:SetTexture(texture)
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pfUI.spellqueue:Show()
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end
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elseif eventCode == NORMAL_QUEUE_POPPED or eventCode == NON_GCD_QUEUE_POPPED or eventCode == ON_SWING_QUEUE_POPPED then
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pfUI.spellqueue:Hide()
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end
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end)
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end
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-- Enhanced Debuff Tracking using Nampower events
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-- DEBUFF_ADDED_OTHER/DEBUFF_REMOVED_OTHER provide accurate debuff tracking with spellId
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if libdebuff then
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-- Storage for GUID-based debuff tracking
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pfUI.nampower_debuffs = pfUI.nampower_debuffs or {}
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local debuffdb = pfUI.nampower_debuffs
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-- Get player GUID for tracking own debuffs
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local playerGuid
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local debuffTracker = CreateFrame("Frame")
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debuffTracker:RegisterEvent("PLAYER_ENTERING_WORLD")
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debuffTracker:RegisterEvent("DEBUFF_ADDED_OTHER")
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debuffTracker:RegisterEvent("DEBUFF_REMOVED_OTHER")
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debuffTracker:RegisterEvent("DEBUFF_ADDED_SELF")
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debuffTracker:RegisterEvent("DEBUFF_REMOVED_SELF")
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debuffTracker:SetScript("OnEvent", function()
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if event == "PLAYER_ENTERING_WORLD" then
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-- Cache player GUID
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if UnitExists then
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local _, guid = UnitExists("player")
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playerGuid = guid
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end
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return
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end
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-- DEBUFF events: arg1=guid, arg2=slot, arg3=spellId, arg4=stackCount, arg5=auraLevel
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local guid = arg1
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local slot = arg2
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local spellId = arg3
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local stackCount = arg4
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local auraLevel = arg5
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if not guid or not spellId then return end
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if event == "DEBUFF_ADDED_OTHER" or event == "DEBUFF_ADDED_SELF" then
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-- Initialize storage for this GUID
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if not debuffdb[guid] then debuffdb[guid] = {} end
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-- Get spell info
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local spellName, spellRank, texture
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if SpellInfo then
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spellName, spellRank, texture = SpellInfo(spellId)
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end
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if not spellName and GetSpellNameAndRankForId then
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spellName, spellRank = GetSpellNameAndRankForId(spellId)
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end
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if spellName then
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-- Get duration from libdebuff's duration table or GetSpellRec
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local duration = 0
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if libdebuff.GetDuration then
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duration = libdebuff:GetDuration(spellName, spellRank)
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end
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-- Try GetSpellRec for duration if libdebuff doesn't have it
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if duration == 0 and GetSpellRec and spellId then
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local success, spellRec = pcall(GetSpellRec, spellId)
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if success and spellRec and spellRec.durationIndex and spellRec.durationIndex > 0 then
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-- Duration index maps to spell duration - common values:
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-- This is a rough approximation since we don't have the duration table
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duration = 30 -- Default fallback
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end
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end
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-- Store debuff data
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debuffdb[guid][spellId] = {
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spellId = spellId,
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name = spellName,
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rank = spellRank,
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texture = texture,
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stacks = stackCount or 1,
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start = GetTime(),
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duration = duration,
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slot = slot,
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auraLevel = auraLevel,
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caster = (event == "DEBUFF_ADDED_SELF" or guid == playerGuid) and "player" or nil
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}
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-- Also update libdebuff's internal tracking if we have unit info
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local unitName = UnitName and guid and UnitName(guid)
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local unitLevel = UnitLevel and guid and UnitLevel(guid)
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if unitName and duration > 0 then
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libdebuff:AddEffect(unitName, unitLevel or 0, spellName, duration, "player")
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end
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end
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elseif event == "DEBUFF_REMOVED_OTHER" or event == "DEBUFF_REMOVED_SELF" then
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-- Remove debuff from tracking
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if debuffdb[guid] and debuffdb[guid][spellId] then
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debuffdb[guid][spellId] = nil
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end
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end
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end)
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-- Enhanced UnitDebuff function that uses Nampower data
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-- This provides more accurate debuff information when available
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local originalUnitDebuff = libdebuff.UnitDebuff
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function libdebuff:UnitDebuffNampower(unit, id)
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-- First try the original method
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local effect, rank, texture, stacks, dtype, duration, timeleft, caster = originalUnitDebuff(self, unit, id)
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-- If we have Nampower data for this unit, try to enhance it
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if not UnitExists then return effect, rank, texture, stacks, dtype, duration, timeleft, caster end
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local exists, guid = UnitExists(unit)
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if not exists or not guid or not debuffdb[guid] then
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return effect, rank, texture, stacks, dtype, duration, timeleft, caster
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end
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-- Find the debuff by slot
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for spellId, data in pairs(debuffdb[guid]) do
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if data.slot == id then
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-- Use Nampower data for more accurate timing
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if data.duration and data.duration > 0 and data.start then
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duration = data.duration
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timeleft = data.duration + data.start - GetTime()
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if timeleft < 0 then timeleft = 0 end
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caster = data.caster
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stacks = data.stacks or stacks
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end
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break
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end
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end
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return effect, rank, texture, stacks, dtype, duration, timeleft, caster
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end
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-- Expose enhanced function
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pfUI.api.libdebuff_nampower = libdebuff.UnitDebuffNampower
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end
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-- Enhanced buff tracking using BUFF events
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if C.unitframes.nampower_buffs == "1" then
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pfUI.nampower_buffs = pfUI.nampower_buffs or {}
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local buffdb = pfUI.nampower_buffs
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local buffTracker = CreateFrame("Frame")
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buffTracker:RegisterEvent("BUFF_ADDED_OTHER")
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buffTracker:RegisterEvent("BUFF_REMOVED_OTHER")
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buffTracker:RegisterEvent("BUFF_ADDED_SELF")
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buffTracker:RegisterEvent("BUFF_REMOVED_SELF")
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buffTracker:SetScript("OnEvent", function()
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local guid = arg1
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local slot = arg2
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local spellId = arg3
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local stackCount = arg4
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local auraLevel = arg5
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if not guid or not spellId then return end
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if event == "BUFF_ADDED_OTHER" or event == "BUFF_ADDED_SELF" then
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if not buffdb[guid] then buffdb[guid] = {} end
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local spellName, spellRank, texture
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if SpellInfo then
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spellName, spellRank, texture = SpellInfo(spellId)
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end
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if not spellName and GetSpellNameAndRankForId then
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spellName, spellRank = GetSpellNameAndRankForId(spellId)
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end
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if spellName then
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buffdb[guid][spellId] = {
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spellId = spellId,
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name = spellName,
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rank = spellRank,
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texture = texture,
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stacks = stackCount or 1,
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start = GetTime(),
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slot = slot,
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auraLevel = auraLevel
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}
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end
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elseif event == "BUFF_REMOVED_OTHER" or event == "BUFF_REMOVED_SELF" then
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if buffdb[guid] and buffdb[guid][spellId] then
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buffdb[guid][spellId] = nil
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end
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end
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end)
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end
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-- Direct Aura Access API using GetUnitField
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-- Much faster than tooltip scanning - reads aura arrays directly from unit fields
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if GetUnitField then
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pfUI.api.GetUnitAuras = function(unit)
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local auras = GetUnitField(unit, "aura")
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local auraLevels = GetUnitField(unit, "auraLevels")
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local auraStacks = GetUnitField(unit, "auraApplications")
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if not auras then return nil end
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local result = {}
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for i = 1, 48 do
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local spellId = auras[i]
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if spellId and spellId > 0 then
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local name, rank, texture
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if SpellInfo then
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name, rank, texture = SpellInfo(spellId)
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elseif GetSpellNameAndRankForId then
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name, rank = GetSpellNameAndRankForId(spellId)
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end
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result[i] = {
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spellId = spellId,
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name = name,
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rank = rank,
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texture = texture,
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level = auraLevels and auraLevels[i] or 0,
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stacks = auraStacks and auraStacks[i] or 1,
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isBuff = i <= 32, -- First 32 slots are buffs, rest are debuffs
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}
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end
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end
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return result
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end
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-- Quick check if unit has specific aura by spellId
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pfUI.api.UnitHasAura = function(unit, spellId)
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local auras = GetUnitField(unit, "aura")
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if not auras then return false end
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for i = 1, 48 do
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if auras[i] == spellId then return true, i end
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end
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return false
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end
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-- Get unit resistances directly
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pfUI.api.GetUnitResistances = function(unit)
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local res = GetUnitField(unit, "resistances")
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if not res then return nil end
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return {
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armor = res[1] or 0,
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holy = res[2] or 0,
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fire = res[3] or 0,
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nature = res[4] or 0,
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frost = res[5] or 0,
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shadow = res[6] or 0,
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arcane = res[7] or 0
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}
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end
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end
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-- Reactive Spell Indicator using IsSpellUsable
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-- Shows when reactive abilities like Overpower, Revenge, Execute are usable
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if IsSpellUsable and C.unitframes.reactive_indicator == "1" then
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local size = tonumber(C.unitframes.reactive_size) or 28
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local _, class = UnitClass("player")
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-- Reactive spells by class
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local reactiveSpells = {
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WARRIOR = {
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{ name = "Overpower", texture = "Interface\\Icons\\Ability_MeleeDamage" },
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{ name = "Revenge", texture = "Interface\\Icons\\Ability_Warrior_Revenge" },
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{ name = "Execute", texture = "Interface\\Icons\\INV_Sword_48" },
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},
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ROGUE = {
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{ name = "Riposte", texture = "Interface\\Icons\\Ability_Warrior_Challange" },
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},
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HUNTER = {
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{ name = "Mongoose Bite", texture = "Interface\\Icons\\Ability_Hunter_SwiftStrike" },
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{ name = "Counterattack", texture = "Interface\\Icons\\Ability_Warrior_Challange" },
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},
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}
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local spells = reactiveSpells[class]
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if spells then
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pfUI.reactive = CreateFrame("Frame", "pfReactiveIndicator", UIParent)
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pfUI.reactive:SetFrameStrata("HIGH")
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local spellCount = table.getn(spells)
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pfUI.reactive:SetWidth(size * spellCount + 4 * (spellCount - 1))
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pfUI.reactive:SetHeight(size)
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pfUI.reactive:SetPoint("CENTER", UIParent, "CENTER", 0, -200)
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pfUI.reactive:Hide()
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pfUI.reactive.icons = {}
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for i, spell in ipairs(spells) do
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local icon = CreateFrame("Frame", nil, pfUI.reactive)
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icon:SetWidth(size)
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icon:SetHeight(size)
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icon:SetPoint("LEFT", pfUI.reactive, "LEFT", (i-1) * (size + 4), 0)
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icon.texture = icon:CreateTexture(nil, "ARTWORK")
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icon.texture:SetAllPoints(icon)
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icon.texture:SetTexture(spell.texture)
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icon.texture:SetTexCoord(.08, .92, .08, .92)
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icon.glow = icon:CreateTexture(nil, "OVERLAY")
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icon.glow:SetPoint("TOPLEFT", icon, "TOPLEFT", -4, 4)
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icon.glow:SetPoint("BOTTOMRIGHT", icon, "BOTTOMRIGHT", 4, -4)
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icon.glow:SetTexture(pfUI.media["img:glow"])
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icon.glow:SetVertexColor(1, 1, 0, 0.8)
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CreateBackdrop(icon)
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icon:Hide()
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icon.spellName = spell.name
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pfUI.reactive.icons[i] = icon
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end
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UpdateMovable(pfUI.reactive)
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pfUI.reactive:SetScript("OnUpdate", function()
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local anyVisible = false
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for _, icon in ipairs(this.icons) do
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local usable = IsSpellUsable(icon.spellName)
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if usable == 1 then
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icon:Show()
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anyVisible = true
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else
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icon:Hide()
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end
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end
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if anyVisible then
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this:Show()
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else
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this:Hide()
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end
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end)
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end
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end
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-- Enhanced Cooldown Tracking API using GetSpellIdCooldown
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if GetSpellIdCooldown then
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pfUI.api.GetPreciseCooldown = function(spellId)
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local cd = GetSpellIdCooldown(spellId)
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if not cd then return nil end
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return {
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onCooldown = (cd.isOnCooldown or 0) == 1,
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remaining = (cd.cooldownRemainingMs or 0) / 1000,
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remainingMs = cd.cooldownRemainingMs or 0,
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gcdRemaining = (cd.gcdCategoryRemainingMs or 0) / 1000,
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gcdRemainingMs = cd.gcdCategoryRemainingMs or 0,
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individualRemaining = (cd.individualRemainingMs or 0) / 1000,
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categoryRemaining = (cd.categoryRemainingMs or 0) / 1000,
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}
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end
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-- Item cooldown helper
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pfUI.api.GetPreciseItemCooldown = function(itemId)
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if not GetItemIdCooldown then return nil end
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local cd = GetItemIdCooldown(itemId)
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if not cd then return nil end
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return {
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onCooldown = (cd.isOnCooldown or 0) == 1,
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remaining = (cd.cooldownRemainingMs or 0) / 1000,
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remainingMs = cd.cooldownRemainingMs or 0,
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}
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end
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end
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-- UNIT_DIED event handling
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-- Can be used to clear tracking data or trigger effects on unit death
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local deathTracker = CreateFrame("Frame")
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deathTracker:RegisterEvent("UNIT_DIED")
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deathTracker:SetScript("OnEvent", function()
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local guid = arg1
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if not guid then return end
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-- Clean up debuff tracking for dead units
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if pfUI.nampower_debuffs and pfUI.nampower_debuffs[guid] then
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pfUI.nampower_debuffs[guid] = nil
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end
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if pfUI.nampower_buffs and pfUI.nampower_buffs[guid] then
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pfUI.nampower_buffs[guid] = nil
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end
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end)
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-- Trinket Management API
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if GetTrinkets then
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pfUI.api.GetEquippedTrinkets = function()
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local trinkets = GetTrinkets()
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if not trinkets then return {} end
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local equipped = {}
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for _, trinket in pairs(trinkets) do
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if trinket and trinket.bagIndex == nil then -- nil bagIndex = equipped
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table.insert(equipped, trinket)
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end
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end
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return equipped
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end
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pfUI.api.GetTrinketCooldown = function(slot)
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if not GetTrinketCooldown then return nil end
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local cd = GetTrinketCooldown(slot)
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if cd == -1 or not cd then return nil end
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return {
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onCooldown = (cd.isOnCooldown or 0) == 1,
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remaining = (cd.cooldownRemainingMs or 0) / 1000,
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remainingMs = cd.cooldownRemainingMs or 0,
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}
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end
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pfUI.api.UseTrinket = function(slot, target)
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if not UseTrinket then return false end
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return UseTrinket(slot, target) == 1
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end
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end
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-- Nampower Item Stats API (use distinct name to avoid conflicts)
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if GetItemStats then
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pfUI.api.GetNampowerItemStats = function(itemId)
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local success, stats = pcall(GetItemStats, itemId, true)
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if not success or not stats then return nil end
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return stats
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end
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-- Quick item level lookup
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pfUI.api.GetNampowerItemLevel = function(itemId)
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if GetItemLevel then
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return GetItemLevel(itemId)
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end
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local success, stats = pcall(GetItemStats, itemId, true)
|
|
if success and stats and stats.itemLevel then
|
|
return stats.itemLevel
|
|
end
|
|
return nil
|
|
end
|
|
end
|
|
|
|
-- Spell Modifiers API for damage/heal predictions
|
|
if GetSpellModifiers then
|
|
pfUI.api.GetSpellBonus = function(spellId, modType)
|
|
-- modType: 0=DAMAGE, 1=DURATION, 6=RADIUS, 7=CRIT, 10=CAST_TIME, 14=COST, etc.
|
|
local flat, percent, hasmod = GetSpellModifiers(spellId, modType or 0)
|
|
return {
|
|
flat = flat or 0,
|
|
percent = percent or 0,
|
|
hasModifier = hasmod and hasmod ~= 0,
|
|
}
|
|
end
|
|
|
|
-- Common spell modifier lookups
|
|
pfUI.api.GetSpellDamageBonus = function(spellId)
|
|
return pfUI.api.GetSpellBonus(spellId, 0) -- DAMAGE
|
|
end
|
|
|
|
pfUI.api.GetSpellCritBonus = function(spellId)
|
|
return pfUI.api.GetSpellBonus(spellId, 7) -- CRITICAL_CHANCE
|
|
end
|
|
|
|
pfUI.api.GetSpellCostReduction = function(spellId)
|
|
return pfUI.api.GetSpellBonus(spellId, 14) -- COST
|
|
end
|
|
end
|
|
|
|
-- Inventory/Bag API
|
|
if GetBagItems then
|
|
pfUI.api.GetAllBagItems = function()
|
|
return GetBagItems()
|
|
end
|
|
|
|
pfUI.api.FindItem = function(itemIdOrName)
|
|
if FindPlayerItemSlot then
|
|
local bag, slot = FindPlayerItemSlot(itemIdOrName)
|
|
return bag, slot
|
|
end
|
|
return nil, nil
|
|
end
|
|
|
|
pfUI.api.UseItem = function(itemIdOrName, target)
|
|
if UseItemIdOrName then
|
|
return UseItemIdOrName(itemIdOrName, target) == 1
|
|
end
|
|
return false
|
|
end
|
|
end
|
|
|
|
-- Equipment Inspection API
|
|
if GetEquippedItems then
|
|
pfUI.api.GetPlayerEquipment = function()
|
|
return GetEquippedItems("player")
|
|
end
|
|
|
|
pfUI.api.GetTargetEquipment = function()
|
|
return GetEquippedItems("target")
|
|
end
|
|
|
|
pfUI.api.GetEquippedItemInfo = function(unit, slot)
|
|
if GetEquippedItem then
|
|
return GetEquippedItem(unit, slot)
|
|
end
|
|
return nil
|
|
end
|
|
end
|
|
|
|
-- Spell Lookup Helpers
|
|
if GetSpellIdForName then
|
|
pfUI.api.GetMaxRankSpellId = function(spellName)
|
|
return GetSpellIdForName(spellName)
|
|
end
|
|
end
|
|
|
|
if GetSpellSlotTypeIdForName then
|
|
pfUI.api.GetSpellSlotInfo = function(spellName)
|
|
local slot, bookType, spellId = GetSpellSlotTypeIdForName(spellName)
|
|
return {
|
|
slot = slot,
|
|
bookType = bookType,
|
|
spellId = spellId,
|
|
}
|
|
end
|
|
end
|
|
|
|
-- Queue Script API for advanced macro functionality
|
|
if QueueScript then
|
|
pfUI.api.QueueLuaScript = function(script, priority)
|
|
QueueScript(script, priority or 1)
|
|
end
|
|
end
|
|
|
|
if QueueSpellByName then
|
|
pfUI.api.QueueSpell = function(spellName)
|
|
QueueSpellByName(spellName)
|
|
end
|
|
end
|
|
|
|
-- Channel optimization
|
|
if ChannelStopCastingNextTick then
|
|
pfUI.api.StopChannelNextTick = function()
|
|
ChannelStopCastingNextTick()
|
|
end
|
|
end
|
|
|
|
-- Spell Database Access via GetSpellRec
|
|
if GetSpellRec then
|
|
pfUI.api.GetSpellRecord = function(spellId)
|
|
local success, rec = pcall(GetSpellRec, spellId)
|
|
if not success or not rec then return nil end
|
|
return {
|
|
spellId = spellId,
|
|
name = rec.name or "",
|
|
rank = rec.rank or "",
|
|
description = rec.description or "",
|
|
manaCost = rec.manaCost or 0,
|
|
baseLevel = rec.baseLevel or 0,
|
|
spellLevel = rec.spellLevel or 0,
|
|
maxLevel = rec.maxLevel or 0,
|
|
maxTargetLevel = rec.maxTargetLevel or 0,
|
|
maxTargets = rec.maxTargets or 0,
|
|
durationIndex = rec.durationIndex or 0,
|
|
powerType = rec.powerType or 0,
|
|
rangeIndex = rec.rangeIndex or 0,
|
|
speed = rec.speed or 0,
|
|
schoolMask = rec.schoolMask or 0,
|
|
runeCostID = rec.runeCostID or 0,
|
|
spellMissileID = rec.spellMissileID or 0,
|
|
iconID = rec.iconID or 0,
|
|
activeIconID = rec.activeIconID or 0,
|
|
nameSubtext = rec.nameSubtext or "",
|
|
castingTimeIndex = rec.castingTimeIndex or 0,
|
|
categoryRecoveryTime = rec.categoryRecoveryTime or 0,
|
|
recoveryTime = rec.recoveryTime or 0,
|
|
startRecoveryCategory = rec.startRecoveryCategory or 0,
|
|
startRecoveryTime = rec.startRecoveryTime or 0,
|
|
}
|
|
end
|
|
|
|
-- Get spell school (fire, frost, nature, etc.)
|
|
pfUI.api.GetSpellSchool = function(spellId)
|
|
local success, rec = pcall(GetSpellRec, spellId)
|
|
if not success or not rec or not rec.schoolMask then return nil end
|
|
local schools = {
|
|
[1] = "Physical",
|
|
[2] = "Holy",
|
|
[4] = "Fire",
|
|
[8] = "Nature",
|
|
[16] = "Frost",
|
|
[32] = "Shadow",
|
|
[64] = "Arcane",
|
|
}
|
|
return schools[rec.schoolMask] or "Unknown"
|
|
end
|
|
end
|
|
|
|
-- Disenchant All utility
|
|
if DisenchantAll then
|
|
pfUI.api.DisenchantAllItems = function()
|
|
DisenchantAll()
|
|
end
|
|
|
|
SLASH_PFDISENCHANTALL1 = "/disenchantall"
|
|
SLASH_PFDISENCHANTALL2 = "/dea"
|
|
SlashCmdList["PFDISENCHANTALL"] = function()
|
|
DisenchantAll()
|
|
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffccpfUI|r: Disenchanting all eligible items...")
|
|
end
|
|
end
|
|
|
|
-- Enhanced Heal Prediction with AURA_CAST events
|
|
-- This helps libpredict detect HoT applications more accurately
|
|
if libpredict then
|
|
local auraCastFrame = CreateFrame("Frame")
|
|
auraCastFrame:RegisterEvent("AURA_CAST_ON_SELF")
|
|
auraCastFrame:RegisterEvent("AURA_CAST_ON_OTHER")
|
|
|
|
auraCastFrame:SetScript("OnEvent", function()
|
|
local casterGuid = arg1
|
|
local targetGuid = arg2
|
|
local spellId = arg3
|
|
|
|
if not spellId or not targetGuid then return end
|
|
|
|
-- Get spell name
|
|
local spellName
|
|
if SpellInfo then
|
|
spellName = SpellInfo(spellId)
|
|
elseif GetSpellNameAndRankForId then
|
|
spellName = GetSpellNameAndRankForId(spellId)
|
|
end
|
|
|
|
if not spellName then return end
|
|
|
|
-- Check if this is a HoT spell we care about
|
|
local hotSpells = {
|
|
["Rejuvenation"] = true,
|
|
["Renew"] = true,
|
|
["Regrowth"] = true,
|
|
["Verjüngung"] = true, -- German
|
|
["Erneuerung"] = true,
|
|
["Nachwachsen"] = true,
|
|
}
|
|
|
|
if hotSpells[spellName] then
|
|
-- Signal to libpredict that a HoT was applied
|
|
-- This can be used to update heal predictions
|
|
if pfUI.api.libpredict and pfUI.api.libpredict.OnHotApplied then
|
|
pfUI.api.libpredict:OnHotApplied(targetGuid, spellName, spellId)
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
|
|
-- Swing Timer Integration
|
|
-- Track auto-attack swing timers for melee classes
|
|
local swingFrame = CreateFrame("Frame")
|
|
swingFrame.mainHand = { start = 0, speed = 0 }
|
|
swingFrame.offHand = { start = 0, speed = 0 }
|
|
swingFrame.ranged = { start = 0, speed = 0 }
|
|
|
|
swingFrame:RegisterEvent("PLAYER_ENTER_COMBAT")
|
|
swingFrame:RegisterEvent("PLAYER_LEAVE_COMBAT")
|
|
swingFrame:RegisterEvent("CHAT_MSG_COMBAT_SELF_HITS")
|
|
swingFrame:RegisterEvent("CHAT_MSG_COMBAT_SELF_MISSES")
|
|
|
|
swingFrame:SetScript("OnEvent", function()
|
|
if event == "PLAYER_ENTER_COMBAT" then
|
|
local mainSpeed, offSpeed = UnitAttackSpeed("player")
|
|
this.mainHand.speed = mainSpeed or 2
|
|
this.offHand.speed = offSpeed or 0
|
|
this.mainHand.start = GetTime()
|
|
if this.offHand.speed > 0 then
|
|
this.offHand.start = GetTime()
|
|
end
|
|
elseif event == "CHAT_MSG_COMBAT_SELF_HITS" or event == "CHAT_MSG_COMBAT_SELF_MISSES" then
|
|
-- Reset swing timer on hit/miss
|
|
local mainSpeed, offSpeed = UnitAttackSpeed("player")
|
|
this.mainHand.speed = mainSpeed or 2
|
|
this.mainHand.start = GetTime()
|
|
end
|
|
end)
|
|
|
|
pfUI.api.GetSwingTimers = function()
|
|
local now = GetTime()
|
|
local mainRemaining = swingFrame.mainHand.speed - (now - swingFrame.mainHand.start)
|
|
local offRemaining = swingFrame.offHand.speed > 0 and (swingFrame.offHand.speed - (now - swingFrame.offHand.start)) or 0
|
|
|
|
return {
|
|
mainHand = {
|
|
remaining = math.max(0, mainRemaining),
|
|
speed = swingFrame.mainHand.speed,
|
|
progress = swingFrame.mainHand.speed > 0 and (1 - math.max(0, mainRemaining) / swingFrame.mainHand.speed) or 0,
|
|
},
|
|
offHand = {
|
|
remaining = math.max(0, offRemaining),
|
|
speed = swingFrame.offHand.speed,
|
|
progress = swingFrame.offHand.speed > 0 and (1 - math.max(0, offRemaining) / swingFrame.offHand.speed) or 0,
|
|
},
|
|
}
|
|
end
|
|
end) |