mirror of
https://github.com/brues-code/pfUI.git
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69d778d6d6
* 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.
377 lines
13 KiB
Lua
377 lines
13 KiB
Lua
-- UnitXP_SP3 integration module
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-- Provides Line of Sight indicator, OS notifications, and enhanced targeting
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-- Requires UnitXP_SP3 DLL: https://github.com/allfoxwy/UnitXP_SP3
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pfUI:RegisterModule("unitxp", function ()
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-- Check if UnitXP is available
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local hasUnitXP = pcall(UnitXP, "nop", "nop")
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if not hasUnitXP then return end
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local rawborder, border = GetBorderSize()
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-- Helper to create indicators after target frame exists
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local function CreateTargetIndicators()
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if not pfUI.uf or not pfUI.uf.target then return false end
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local h = pfUI.uf.target:GetHeight() or 30
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local slot = h / 3 -- divide frame into thirds
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local fontSize = tonumber(C.unitframes.unitxp_font_size) or (C.global.font_size + 2)
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local suffix = (C.unitframes.hide_distance_yd == "1") and "" or " yd"
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-- Behind Indicator for all units (MIDDLE)
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if C.unitframes.behind_indicator == "1" and not pfUI.uf.target.behindIndicator then
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local behindFrame = CreateFrame("Frame", "pfBehindIndicator", pfUI.uf.target)
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behindFrame:SetAllPoints(pfUI.uf.target)
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behindFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
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behindFrame.text = behindFrame:CreateFontString(nil, "OVERLAY")
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behindFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
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behindFrame.text:SetPoint("RIGHT", behindFrame, "RIGHT", -1, 0)
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behindFrame.text:SetTextColor(0.3, 1, 0.3, 1)
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behindFrame.text:SetText(T["BEHIND"])
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behindFrame.text:Hide()
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local lastCheck = 0
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behindFrame:SetScript("OnUpdate", function()
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if GetTime() - lastCheck < 0.1 then return end
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lastCheck = GetTime()
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if not UnitExists("target") then
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this.text:Hide()
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return
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end
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local success, behind = pcall(UnitXP, "behind", "player", "target")
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if success and behind then
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this.text:Show()
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else
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this.text:Hide()
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end
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end)
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pfUI.uf.target.behindIndicator = behindFrame
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end
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-- Line of Sight Indicator on Target Frame (BELOW BEHIND)
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if C.unitframes.los_indicator == "1" and not pfUI.uf.target.losIndicator then
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local losFrame = CreateFrame("Frame", "pfLoSIndicator", pfUI.uf.target)
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losFrame:SetAllPoints(pfUI.uf.target)
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losFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
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losFrame.text = losFrame:CreateFontString(nil, "OVERLAY")
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losFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
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losFrame.text:SetPoint("RIGHT", losFrame, "RIGHT", -1, -slot)
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losFrame.text:SetTextColor(1, 0.3, 0.3, 1)
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losFrame.text:SetText(T["NO LOS"])
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losFrame.text:Hide()
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local lastCheck = 0
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losFrame:SetScript("OnUpdate", function()
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if GetTime() - lastCheck < 0.2 then return end
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lastCheck = GetTime()
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if not UnitExists("target") then
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this.text:Hide()
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return
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end
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local success, inSight = pcall(UnitXP, "inSight", "player", "target")
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if success and inSight == false then
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this.text:Show()
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else
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this.text:Hide()
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end
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end)
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pfUI.uf.target.losIndicator = losFrame
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end
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-- Distance Indicator
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if C.unitframes.distance_indicator == "1" and not pfUI.uf.target.distanceIndicator then
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if C.unitframes.distance_hook_portrait == "1" then
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-- Hooked mode: text anchored below Behind/LOS on the target frame
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local distFrame = CreateFrame("Frame", "pfDistanceIndicator", pfUI.uf.target)
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distFrame:SetAllPoints(pfUI.uf.target)
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distFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
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distFrame.text = distFrame:CreateFontString(nil, "OVERLAY")
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distFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
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distFrame.text:SetPoint("RIGHT", distFrame, "RIGHT", -1, slot)
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distFrame.text:SetTextColor(1, 1, 1, 1)
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distFrame.text:Hide()
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local thresholds = {
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{ 5, 0.3, 0.5, 1.0 }, -- melee (blue)
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{ 8, 0.4, 0.7, 1.0 }, -- close (light blue)
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{ 20, 0.4, 0.9, 1.0 }, -- short range (sky blue)
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{ 30, 0.0, 1.0, 0.0 }, -- mid range (green)
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{ 35, 0.8, 1.0, 0.0 }, -- yellow-green
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{ 41, 1.0, 1.0, 0.0 }, -- yellow
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}
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local lastCheck = 0
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distFrame:SetScript("OnUpdate", function()
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if GetTime() - lastCheck < 0.1 then return end
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lastCheck = GetTime()
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if not UnitExists("target") then
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this.text:Hide()
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return
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end
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local success, distance = pcall(UnitXP, "distanceBetween", "player", "target")
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if not success or not distance then
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this.text:Hide()
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return
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end
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local r, g, b = 1.0, 0.2, 0.2
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for i = 1, table.getn(thresholds) do
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if distance <= thresholds[i][1] then
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r, g, b = thresholds[i][2], thresholds[i][3], thresholds[i][4]
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break
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end
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end
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this.text:SetTextColor(r, g, b, 1)
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this.text:SetText(string.format("%.1f%s", distance, suffix))
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this.text:Show()
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end)
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pfUI.uf.target.distanceIndicator = distFrame
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else
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-- Free frame mode: movable standalone frame, same as rangedisplay module
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if not pfRangeDisplay then
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local f = CreateFrame("Frame", "pfRangeDisplay", UIParent)
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f:SetWidth(90)
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f:SetHeight(20)
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f:SetFrameStrata("MEDIUM")
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f:SetPoint("CENTER", UIParent, "CENTER", 0, -100)
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CreateBackdrop(f, nil, true)
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CreateBackdropShadow(f)
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UpdateMovable(f)
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f.text = f:CreateFontString(nil, "OVERLAY")
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f.text:SetFont(pfUI.font_default, C.global.font_size + 2, "OUTLINE")
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f.text:SetPoint("CENTER", f, "CENTER")
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f.text:SetTextColor(1, 1, 1, 1)
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f.text:SetText("--")
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local thresholds = {
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{ 5, 0.0, 0.4, 1.0 },
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{ 8, 0.2, 0.6, 1.0 },
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{ 20, 0.3, 0.8, 1.0 },
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{ 30, 0.0, 0.9, 0.0 },
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{ 35, 0.7, 0.9, 0.0 },
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{ 41, 1.0, 1.0, 0.0 },
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}
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local throttle = 0
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local scanner = CreateFrame("Frame")
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-- expose the poller frame so PLAYER_LOGOUT can stop its UnitXP OnUpdate
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-- (it lives on this separate frame, not on distanceIndicator) -> crash 132
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pfUI.uf.target.distanceScanner = scanner
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scanner:SetScript("OnUpdate", function()
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throttle = throttle + arg1
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if throttle < 0.05 then return end
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throttle = 0
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if not UnitExists("target") then
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f.text:SetText("--")
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f.text:SetTextColor(1, 1, 1, 1)
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f:Hide()
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return
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end
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f:Show()
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local success, distance = pcall(UnitXP, "distanceBetween", "player", "target")
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if not success or not distance then
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f.text:SetText("--")
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f.text:SetTextColor(1, 1, 1, 1)
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return
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end
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local successL, inSight = pcall(UnitXP, "inSight", "player", "target")
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local alpha = (successL and inSight == false) and 0.5 or 1.0
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f.text:SetAlpha(alpha)
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local r, g, b = 1.0, 0.2, 0.2
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for i = 1, table.getn(thresholds) do
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if distance <= thresholds[i][1] then
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r, g, b = thresholds[i][2], thresholds[i][3], thresholds[i][4]
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break
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end
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end
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f.text:SetTextColor(r, g, b, 1)
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f.text:SetText(string.format("%.1f%s", distance, suffix))
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end)
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end
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pfUI.uf.target.distanceIndicator = pfRangeDisplay
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end
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end
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return true
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end
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-- Try to create indicators now
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CreateTargetIndicators()
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-- Also try on PLAYER_ENTERING_WORLD in case target frame wasn't ready
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local initFrame = CreateFrame("Frame")
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initFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
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initFrame:RegisterEvent("PLAYER_LOGOUT")
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initFrame:SetScript("OnEvent", function()
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-- Handle shutdown to prevent crash 132
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if event == "PLAYER_LOGOUT" then
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this:UnregisterAllEvents()
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this:SetScript("OnEvent", nil)
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-- Stop indicator OnUpdate scripts
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if pfUI.uf and pfUI.uf.target then
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if pfUI.uf.target.behindIndicator then
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pfUI.uf.target.behindIndicator:SetScript("OnUpdate", nil)
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end
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if pfUI.uf.target.losIndicator then
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pfUI.uf.target.losIndicator:SetScript("OnUpdate", nil)
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end
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if pfUI.uf.target.distanceIndicator then
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pfUI.uf.target.distanceIndicator:SetScript("OnUpdate", nil)
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end
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-- free-frame mode polls from its own scanner frame, not the indicator
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if pfUI.uf.target.distanceScanner then
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pfUI.uf.target.distanceScanner:SetScript("OnUpdate", nil)
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end
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end
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return
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end
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CreateTargetIndicators()
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this:UnregisterAllEvents()
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end)
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-- OS Notification Support
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if C.unitframes.unitxp_notify == "1" then
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local notifyFrame = CreateFrame("Frame")
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notifyFrame:RegisterEvent("CHAT_MSG_WHISPER")
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notifyFrame:RegisterEvent("CHAT_MSG_BN_WHISPER")
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notifyFrame:RegisterEvent("READY_CHECK")
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notifyFrame:RegisterEvent("RAID_INSTANCE_WELCOME")
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notifyFrame:RegisterEvent("PLAYER_LOGOUT")
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notifyFrame:SetScript("OnEvent", function()
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-- Handle shutdown to prevent crash 132
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if event == "PLAYER_LOGOUT" then
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this:UnregisterAllEvents()
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this:SetScript("OnEvent", nil)
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return
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end
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pcall(UnitXP, "notify", "taskbarIcon")
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pcall(UnitXP, "notify", "systemSound")
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end)
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-- Also notify on BG queue pop
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local origBattlefieldPortShow = BattlefieldFrame_Show
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if origBattlefieldPortShow then
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BattlefieldFrame_Show = function()
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pcall(UnitXP, "notify", "taskbarIcon")
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pcall(UnitXP, "notify", "systemSound")
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return origBattlefieldPortShow()
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end
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end
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end
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-- Enhanced Distance API
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pfUI.api.GetPreciseDistance = function(unit1, unit2)
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if not unit2 then
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unit2 = unit1
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unit1 = "player"
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end
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local success, distance = pcall(UnitXP, "distanceBetween", unit1, unit2)
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if success then return distance end
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return nil
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end
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pfUI.api.IsInMeleeRange = function(unit)
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local success, distance = pcall(UnitXP, "distanceBetween", "player", unit, "meleeAutoAttack")
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if success and distance then
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return distance <= 5
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end
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return nil
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end
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pfUI.api.GetAoEDistance = function(unit1, unit2)
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if not unit2 then
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unit2 = unit1
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unit1 = "player"
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end
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local success, distance = pcall(UnitXP, "distanceBetween", unit1, unit2, "AoE")
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if success then return distance end
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return nil
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end
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-- Smart Targeting Helpers
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pfUI.api.TargetNearestEnemy = function()
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local success, found = pcall(UnitXP, "target", "nearestEnemy")
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return success and found
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end
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pfUI.api.TargetHighestHP = function()
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local success, found = pcall(UnitXP, "target", "mostHP")
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return success and found
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end
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pfUI.api.TargetNextEnemy = function()
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local success, found = pcall(UnitXP, "target", "nextEnemyInCycle")
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return success and found
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end
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pfUI.api.TargetPreviousEnemy = function()
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local success, found = pcall(UnitXP, "target", "previousEnemyInCycle")
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return success and found
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end
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pfUI.api.TargetNextMarked = function(order)
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local success, found = pcall(UnitXP, "target", "nextMarkedEnemyInCycle", order)
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return success and found
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end
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-- Debug command to test UnitXP indicators
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pfUI.api.RegisterSlashCommand("PFUNITXP", { "/pfunitxp" }, function()
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local chat = DEFAULT_CHAT_FRAME
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chat:AddMessage("|cff33ffccpfUI|r: UnitXP Indicator Debug")
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-- Check if target exists
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if not UnitExists("target") then
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chat:AddMessage(" |cffff0000No target selected|r")
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return
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end
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-- Test behind
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local successB, behind = pcall(UnitXP, "behind", "player", "target")
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chat:AddMessage(" Behind check: success=" .. tostring(successB) .. " value=" .. tostring(behind) .. " type=" .. type(behind))
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-- Test LOS
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local successL, inSight = pcall(UnitXP, "inSight", "player", "target")
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chat:AddMessage(" LOS check: success=" .. tostring(successL) .. " value=" .. tostring(inSight) .. " type=" .. type(inSight))
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-- Check if indicator frames exist
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if pfUI.uf and pfUI.uf.target then
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chat:AddMessage(" Target frame: |cff00ff00exists|r")
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if pfUI.uf.target.behindIndicator then
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chat:AddMessage(" Behind indicator: |cff00ff00created|r, visible=" .. tostring(pfUI.uf.target.behindIndicator:IsVisible()))
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else
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chat:AddMessage(" Behind indicator: |cffff0000NOT created|r (check settings)")
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end
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if pfUI.uf.target.losIndicator then
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chat:AddMessage(" LOS indicator: |cff00ff00created|r")
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else
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chat:AddMessage(" LOS indicator: |cffff0000NOT created|r (check settings)")
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end
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else
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chat:AddMessage(" Target frame: |cffff0000NOT found|r")
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end
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end, true)
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end) |