Files
pfUI/modules/roll.lua
T
roby-brok 69d778d6d6 Fix two dangling skin includes and four error paths (#39)
* skins: drop includes for two files that were never committed

init/skins.xml referenced custom_merchant.lua and arena_score.lua, neither of
which is tracked in git. Every install -- release zips included, since the
release workflow packages the repo -- throws two 'Error loading' lines at
login and ships without those two skins.

(cherry picked from commit b338b4a16d0def4ae89fde5c6026e58a796b8c00)

* map: don't re-anchor the world map to the frame GetPoint returned

Ctrl+scroll rescales the map and repositions it to keep the top-left fixed, but
it re-anchored using the relative frame GetPoint handed back. Once anything else
is anchored to WorldMapFrame that throws

  WorldMapFrame:SetPoint(): <unnamed> is dependent on this

and the error aborts the rest of the zoom handler, so SetScale never runs.

Anchor to the parent instead. That is what the rest of pfUI's movable system
already assumes -- LoadMovable uses the 3-arg form and SaveMovable stores only
xpos/ypos with no relative frame.

(cherry picked from commit bf055d87fc0a04ac912c13fa874a4331f47bdfa8)

* firstrun: return after bailing on a disabled chat module

All three chat setup steps printed 'Chat module is disabled' and then carried on
into the nil pfUI.chat they had just tested for.

(cherry picked from commit 1af427e3b38bb7c13f645ae7a48b8ade3e7455a9)

* unitxp: stop the free-frame distance poller on logout

The PLAYER_LOGOUT handler stops the indicators to avoid the UnitXP crash on
exit, but in free-frame distance mode the polling runs on a separate scanner
frame that was never exposed, so the handler could not reach it and its
OnUpdate kept calling into UnitXP during teardown.

Exposes the frame as pfUI.uf.target.distanceScanner and stops it alongside the
others.

* roll: bail out on an item the client has not cached

C_Item.GetItemInfo returns nil for an item that is not cached yet, and the next
line assigns pfUI.roll.cache[itemName], which throws "table index is nil" on a
nil key. Easy to hit on a fresh login when someone rolls on an item you have
never seen.

* cooldown: return after hiding on a nil parent

Without the return it falls straight through to parent:GetName() on the nil it
just tested for.
2026-08-10 01:00:47 -05:00

324 lines
12 KiB
Lua

pfUI:RegisterModule("roll", function ()
pfUI.roll = CreateFrame("Frame", "pfLootRoll", UIParent)
pfUI.roll.frames = {}
-- squash vanilla item placeholders
local LOOT_ROLL_GREED = string.gsub(LOOT_ROLL_GREED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
local LOOT_ROLL_NEED = string.gsub(LOOT_ROLL_NEED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
local LOOT_ROLL_PASSED = string.gsub(LOOT_ROLL_PASSED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
-- try to detect the everyone string
local _, _, everyone, _ = strfind(LOOT_ROLL_ALL_PASSED, LOOT_ROLL_PASSED)
pfUI.roll.blacklist = { YOU, everyone }
pfUI.roll.cache = {}
pfUI.roll.scan = CreateFrame("Frame", "pfLootRollMonitor", UIParent)
pfUI.roll.scan:RegisterEvent("CHAT_MSG_LOOT")
pfUI.roll.scan:SetScript("OnEvent", function()
local player, item = cmatch(arg1, LOOT_ROLL_GREED)
if player and item then
pfUI.roll:AddCache(item, player, "GREED")
return
end
local player, item = cmatch(arg1, LOOT_ROLL_NEED)
if player and item then
pfUI.roll:AddCache(item, player, "NEED")
return
end
local player, item = cmatch(arg1, LOOT_ROLL_PASSED)
if player and item then
pfUI.roll:AddCache(item, player, "PASS")
return
end
end)
function pfUI.roll:AddCache(hyperlink, name, roll)
-- skip invalid names
for _, invalid in pairs(pfUI.roll.blacklist) do
if name == invalid then return end
end
local _, _, itemLink = string.find(hyperlink, "(item:%d+:%d+:%d+:%d+)")
local itemName = C_Item.GetItemInfo(itemLink)
if not itemName then return end -- uncached item: avoid cache[nil] "table index is nil"
-- delete obsolete tables
if pfUI.roll.cache[itemName] and pfUI.roll.cache[itemName]["TIMESTAMP"] < GetTime() - 60 then
pfUI.roll.cache[itemName] = nil
end
-- initialize itemtable
if not pfUI.roll.cache[itemName] then
pfUI.roll.cache[itemName] = { ["GREED"] = {}, ["NEED"] = {}, ["PASS"] = {}, ["TIMESTAMP"] = GetTime() }
end
-- ignore already listed names
for _, existing in pairs(pfUI.roll.cache[itemName][roll]) do
if name == existing then return end
end
table.insert(pfUI.roll.cache[itemName][roll], name)
for id=1,4 do
if pfUI.roll.frames[id]:IsVisible() and pfUI.roll.frames[id].itemname == itemName then
local count_greed = pfUI.roll.cache[itemName] and table.getn(pfUI.roll.cache[itemName]["GREED"]) or 0
local count_need = pfUI.roll.cache[itemName] and table.getn(pfUI.roll.cache[itemName]["NEED"]) or 0
local count_pass = pfUI.roll.cache[itemName] and table.getn(pfUI.roll.cache[itemName]["PASS"]) or 0
pfUI.roll.frames[id].greed.count:SetText(count_greed > 0 and count_greed or "")
pfUI.roll.frames[id].need.count:SetText(count_need > 0 and count_need or "")
pfUI.roll.frames[id].pass.count:SetText(count_pass > 0 and count_pass or "")
end
end
end
function pfUI.roll:CreateLootRoll(id)
local size = 24
local rawborder, border = GetBorderSize()
local esize = size - border*2
local f = CreateFrame("Frame", "pfLootRollFrame" .. id, UIParent)
CreateBackdrop(f, nil, nil, .8)
CreateBackdropShadow(f)
f.backdrop:SetFrameStrata("BACKGROUND")
f.hasItem = 1
f:SetWidth(350)
f:SetHeight(size)
f.icon = CreateFrame("Button", "pfLootRollFrame" .. id .. "Icon", f)
CreateBackdrop(f.icon, nil, true)
f.icon:SetPoint("LEFT", border, 0)
f.icon:SetWidth(esize)
f.icon:SetHeight(esize)
f.icon.tex = f.icon:CreateTexture("OVERLAY")
f.icon.tex:SetTexCoord(.08, .92, .08, .92)
f.icon.tex:SetAllPoints(f.icon)
f.icon:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetLootRollItem(this:GetParent().rollID)
CursorUpdate()
end)
f.icon:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
f.icon:SetScript("OnClick", function()
if IsControlKeyDown() then
DressUpItemLink(GetLootRollItemLink(this:GetParent().rollID))
elseif IsShiftKeyDown() then
if ChatEdit_InsertLink then
ChatEdit_InsertLink(GetLootRollItemLink(this:GetParent().rollID))
elseif ChatFrameEditBox:IsVisible() then
ChatFrameEditBox:Insert(GetLootRollItemLink(this:GetParent().rollID))
end
end
end)
f.need = CreateFrame("Button", "pfLootRollFrame" .. id .. "Need", f)
f.need:SetPoint("LEFT", f.icon, "RIGHT", border*3, -1)
f.need:SetWidth(esize)
f.need:SetHeight(esize)
f.need:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Up")
f.need:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Highlight")
f.need.count = f.need:CreateFontString("NEED")
f.need.count:SetPoint("CENTER", f.need, "CENTER", 0, 0)
f.need.count:SetJustifyH("CENTER")
f.need.count:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.need:SetScript("OnClick", function()
RollOnLoot(this:GetParent().rollID, 1)
end)
f.need:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. NEED)
if f.itemname and pfUI.roll.cache[f.itemname] then
for _, player in pairs(pfUI.roll.cache[f.itemname]["NEED"]) do
GameTooltip:AddLine(player)
end
end
GameTooltip:Show()
end)
f.need:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
f.greed = CreateFrame("Button", "pfLootRollFrame" .. id .. "Greed", f)
f.greed:SetPoint("LEFT", f.icon, "RIGHT", border*5+esize, -2)
f.greed:SetWidth(esize)
f.greed:SetHeight(esize)
f.greed:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Up")
f.greed:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Highlight")
f.greed.count = f.greed:CreateFontString("GREED")
f.greed.count:SetPoint("CENTER", f.greed, "CENTER", 0, 1)
f.greed.count:SetJustifyH("CENTER")
f.greed.count:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.greed:SetScript("OnClick", function()
RollOnLoot(this:GetParent().rollID, 2)
end)
f.greed:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. GREED)
if f.itemname and pfUI.roll.cache[f.itemname] then
for _, player in pairs(pfUI.roll.cache[f.itemname]["GREED"]) do
GameTooltip:AddLine(player)
end
end
GameTooltip:Show()
end)
f.greed:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
f.pass = CreateFrame("Button", "pfLootRollFrame" .. id .. "Pass", f)
f.pass:SetPoint("LEFT", f.icon, "RIGHT", border*7+esize*2, 0)
f.pass:SetWidth(esize)
f.pass:SetHeight(esize)
f.pass:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
f.pass:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Highlight")
f.pass.count = f.pass:CreateFontString("PASS")
f.pass.count:SetPoint("CENTER", f.pass, "CENTER", 0, -1)
f.pass.count:SetJustifyH("CENTER")
f.pass.count:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.pass:SetScript("OnClick", function()
RollOnLoot(this:GetParent().rollID, 0)
end)
f.pass:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. PASS)
if f.itemname and pfUI.roll.cache[f.itemname] then
for _, player in pairs(pfUI.roll.cache[f.itemname]["PASS"]) do
GameTooltip:AddLine(player)
end
end
GameTooltip:Show()
end)
f.pass:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
f.boe = CreateFrame("Frame", "pfLootRollFrame" .. id .. "BOE", f)
f.boe:SetPoint("LEFT", f.icon, "RIGHT", border*9+esize*3, 0)
f.boe:SetWidth(esize*2)
f.boe:SetHeight(esize)
f.boe.text = f.boe:CreateFontString("BOE")
f.boe.text:SetAllPoints(f.boe)
f.boe.text:SetJustifyH("LEFT")
f.boe.text:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.name = CreateFrame("Frame", "pfLootRollFrame" .. id .. "Name", f)
f.name:SetPoint("LEFT", f.icon, "RIGHT", border*11+esize*4, 0)
f.name:SetPoint("RIGHT", f, "RIGHT", border*2, 0)
f.name:SetHeight(esize)
f.name.text = f.name:CreateFontString("NAME")
f.name.text:SetAllPoints(f.name)
f.name.text:SetJustifyH("LEFT")
f.name.text:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.time = CreateFrame("Frame", "pfLootRollFrame" .. id .. "Time", f)
f.time:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
f.time:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 0, 0)
f.time:SetFrameStrata("LOW")
f.time.bar = CreateFrame("StatusBar", "pfLootRollFrame" .. id .. "TimeBar", f.time)
f.time.bar:SetAllPoints(f.time)
f.time.bar:SetStatusBarTexture(pfUI.media["img:bar"])
f.time.bar:SetMinMaxValues(0, 100)
local r, g, b, a = GetStringColor(C.appearance.border.color)
f.time.bar:SetStatusBarColor(r, g, b)
f.time.bar:SetValue(20)
f.time.bar:SetScript("OnUpdate", function()
if not this:GetParent():GetParent().rollID then return end
local left = GetLootRollTimeLeft(this:GetParent():GetParent().rollID)
local min, max = this:GetMinMaxValues()
if left < min or left > max then left = min end
this:SetValue(left)
end)
return f
end
pfUI.roll:RegisterEvent("CANCEL_LOOT_ROLL")
pfUI.roll:SetScript("OnEvent", function()
for i=1,4 do
if pfUI.roll.frames[i].rollID == arg1 then
pfUI.roll.frames[i]:Hide()
end
end
end)
function _G.GroupLootFrame_OpenNewFrame(id, rollTime)
-- clear cache if possible
local visible = nil
for i=1,4 do
visible = visible or pfUI.roll.frames[i]:IsVisible()
end
if not visible then pfUI.roll.cache = {} end
-- setup roll frames
for i=1,4 do
if not pfUI.roll.frames[i]:IsVisible() then
pfUI.roll.frames[i].rollID = id
pfUI.roll.frames[i].rollTime = rollTime
pfUI.roll:UpdateLootRoll(i)
return
end
end
end
function pfUI.roll:UpdateLootRoll(id)
local texture, name, count, quality, bop = GetLootRollItemInfo(pfUI.roll.frames[id].rollID)
local color = ITEM_QUALITY_COLORS[quality]
pfUI.roll.frames[id].itemname = name
local count_greed = pfUI.roll.cache[name] and table.getn(pfUI.roll.cache[name]["GREED"]) or 0
local count_need = pfUI.roll.cache[name] and table.getn(pfUI.roll.cache[name]["NEED"]) or 0
local count_pass = pfUI.roll.cache[name] and table.getn(pfUI.roll.cache[name]["PASS"]) or 0
pfUI.roll.frames[id].greed.count:SetText(count_greed > 0 and count_greed or "")
pfUI.roll.frames[id].need.count:SetText(count_need > 0 and count_need or "")
pfUI.roll.frames[id].pass.count:SetText(count_pass > 0 and count_pass or "")
pfUI.roll.frames[id].name.text:SetText(name)
pfUI.roll.frames[id].name.text:SetTextColor(color.r, color.g, color.b, 1)
pfUI.roll.frames[id].icon.tex:SetTexture(texture)
pfUI.roll.frames[id].backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
pfUI.roll.frames[id].time.bar:SetMinMaxValues(0, pfUI.roll.frames[id].rollTime)
if C.loot.raritytimer == "1" then
pfUI.roll.frames[id].time.bar:SetStatusBarColor(color.r, color.g, color.b, .5)
end
if bop then
pfUI.roll.frames[id].boe.text:SetText(T["BoP"])
pfUI.roll.frames[id].boe.text:SetTextColor(1,.3,.3,1)
else
pfUI.roll.frames[id].boe.text:SetText(T["BoE"])
pfUI.roll.frames[id].boe.text:SetTextColor(.3,1,.3,1)
end
pfUI.roll.frames[id]:Show()
end
for i=1,4 do
if not pfUI.roll.frames[i] then
pfUI.roll.frames[i] = pfUI.roll:CreateLootRoll(i)
pfUI.roll.frames[i]:SetPoint("CENTER", 0, -i*35)
UpdateMovable(pfUI.roll.frames[i])
pfUI.roll.frames[i]:Hide()
end
end
end)