Files
pfUI/libs/libdebuff.lua
T
Meow d1092f7b13 fixed gouge timer
fixed gouge timer
2026-01-12 22:14:58 +01:00

465 lines
16 KiB
Lua

-- load pfUI environment
setfenv(1, pfUI:GetEnvironment())
--[[ libdebuff ]]--
-- A pfUI library that detects and saves all ongoing debuffs of players, NPCs and enemies.
-- The functions UnitDebuff is exposed to the modules which allows to query debuffs like you
-- would on later expansions.
--
-- libdebuff:UnitDebuff(unit, id)
-- Returns debuff informations on the given effect of the specified unit.
-- name, rank, texture, stacks, dtype, duration, timeleft
-- return instantly if we're not on a vanilla client
if pfUI.client > 11200 then return end
-- return instantly when another libdebuff is already active
if pfUI.api.libdebuff then return end
-- fix a typo (missing $) in ruRU capture index
if GetLocale() == "ruRU" then
SPELLREFLECTSELFOTHER = gsub(SPELLREFLECTSELFOTHER, "%%2s", "%%2%$s")
end
local libdebuff = CreateFrame("Frame", "pfdebuffsScanner", UIParent)
local scanner = libtipscan:GetScanner("libdebuff")
local _, class = UnitClass("player")
local lastspell
-- Speichert die Ranks der zuletzt gecasteten Spells (bleibt länger als pending)
local lastCastRanks = {}
-- Speichert Spells die gefailed sind (miss/dodge/parry/etc.) für 1 Sekunde
local lastFailedSpells = {}
-- Prüft ob ein Spell kürzlich gefailed ist (öffentliche Funktion für andere Module)
function libdebuff:DidSpellFail(spell)
if not spell then return false end
local data = lastFailedSpells[spell]
if data and (GetTime() - data.time) < 1 then
return true
end
return false
end
-- Shared Debuffs: Diese werden von allen Spielern geteilt (nur einer kann drauf sein)
-- Timer darf von anderen Spielern aktualisiert werden
local sharedDebuffs = {
-- Warrior
["Sunder Armor"] = true,
["Demoralizing Shout"] = true,
["Thunder Clap"] = true,
-- Rogue
["Expose Armor"] = true,
-- Druid
["Faerie Fire"] = true,
["Faerie Fire (Feral)"] = true,
-- Hunter
["Hunter's Mark"] = true,
-- Warlock Curses (nur eine pro Typ kann auf Target sein)
["Curse of Weakness"] = true,
["Curse of Recklessness"] = true,
["Curse of the Elements"] = true,
["Curse of Shadow"] = true,
["Curse of Tongues"] = true,
["Curse of Exhaustion"] = true,
-- NICHT: Curse of Agony, Curse of Doom (jeder Warlock hat seinen eigenen!)
-- Priest
["Shadow Weaving"] = true,
-- Mage
["Winter's Chill"] = true,
-- Paladin Judgements
["Judgement of Wisdom"] = true,
["Judgement of Light"] = true,
["Judgement of the Crusader"] = true,
["Judgement of Justice"] = true,
}
function libdebuff:GetDuration(effect, rank)
if L["debuffs"][effect] then
local rank = rank and tonumber((string.gsub(rank, RANK, ""))) or 0
local rank = L["debuffs"][effect][rank] and rank or libdebuff:GetMaxRank(effect)
local duration = L["debuffs"][effect][rank]
if effect == L["dyndebuffs"]["Rupture"] then
-- Rupture: +2 sec per combo point
duration = duration + GetComboPoints()*2
elseif effect == L["dyndebuffs"]["Kidney Shot"] then
-- Kidney Shot: +1 sec per combo point
duration = duration + GetComboPoints()*1
elseif effect == "Rip" or effect == L["dyndebuffs"]["Rip"] then
-- Rip (Turtle WoW): 10s base + 2s per additional combo point
-- Base in table is 8, so: 8 + CP*2 = 10/12/14/16/18
duration = 8 + GetComboPoints()*2
elseif effect == L["dyndebuffs"]["Demoralizing Shout"] then
-- Booming Voice: 10% per talent
local _,_,_,_,count = GetTalentInfo(2,1)
if count and count > 0 then duration = duration + ( duration / 100 * (count*10)) end
elseif effect == L["dyndebuffs"]["Shadow Word: Pain"] then
-- Improved Shadow Word: Pain: +3s per talent
local _,_,_,_,count = GetTalentInfo(3,4)
if count and count > 0 then duration = duration + count * 3 end
elseif effect == L["dyndebuffs"]["Frostbolt"] then
-- Permafrost: +1s per talent
local _,_,_,_,count = GetTalentInfo(3,7)
if count and count > 0 then duration = duration + count end
elseif effect == L["dyndebuffs"]["Gouge"] then
-- Improved Gouge: +.5s per talent
local _,_,_,_,count = GetTalentInfo(3,3)
if count and count > 0 then duration = duration + (count*.5) end
end
return duration
else
return 0
end
end
function libdebuff:UpdateDuration(unit, unitlevel, effect, duration)
if not unit or not effect or not duration then return end
unitlevel = unitlevel or 0
if libdebuff.objects[unit] and libdebuff.objects[unit][unitlevel] and libdebuff.objects[unit][unitlevel][effect] then
libdebuff.objects[unit][unitlevel][effect].duration = duration
end
end
function libdebuff:GetMaxRank(effect)
local max = 0
for id in pairs(L["debuffs"][effect]) do
if id > max then max = id end
end
return max
end
function libdebuff:UpdateUnits()
if not pfUI.uf or not pfUI.uf.target then return end
pfUI.uf:RefreshUnit(pfUI.uf.target, "aura")
end
function libdebuff:AddPending(unit, unitlevel, effect, duration, caster, rank)
if not unit or duration <= 0 then return end
if not L["debuffs"][effect] then return end
if libdebuff.pending[3] then return end
libdebuff.pending[1] = unit
libdebuff.pending[2] = unitlevel or 0
libdebuff.pending[3] = effect
libdebuff.pending[4] = duration
libdebuff.pending[5] = caster
libdebuff.pending[6] = rank
QueueFunction(libdebuff.PersistPending)
end
function libdebuff:RemovePending()
libdebuff.pending[1] = nil
libdebuff.pending[2] = nil
libdebuff.pending[3] = nil
libdebuff.pending[4] = nil
libdebuff.pending[5] = nil
libdebuff.pending[6] = nil
end
function libdebuff:PersistPending(effect)
if not libdebuff.pending[3] then return end
if libdebuff.pending[3] == effect or ( effect == nil and libdebuff.pending[3] ) then
local p1, p2, p3, p4, p5, p6 = libdebuff.pending[1], libdebuff.pending[2], libdebuff.pending[3], libdebuff.pending[4], libdebuff.pending[5], libdebuff.pending[6]
libdebuff.AddEffect(libdebuff, p1, p2, p3, p4, p5, p6)
end
libdebuff:RemovePending()
end
function libdebuff:RevertLastAction()
if lastspell and lastspell.effect then
end
lastspell.start = lastspell.start_old
lastspell.start_old = nil
libdebuff:UpdateUnits()
end
function libdebuff:AddEffect(unit, unitlevel, effect, duration, caster, rank)
-- WORKAROUND: Wenn rank nil ist und wir einen eigenen Cast haben, hole rank aus lastCastRanks
if not rank and caster == "player" and effect then
-- Erst aus pending versuchen
if libdebuff.pending[3] == effect and libdebuff.pending[6] then
rank = libdebuff.pending[6]
-- Dann aus lastCastRanks (bleibt länger)
elseif lastCastRanks[effect] and (GetTime() - lastCastRanks[effect].time) < 2 then
rank = lastCastRanks[effect].rank
end
end
if not unit or not effect then return end
-- SCHUTZ: Wenn der Spell gerade gefailed ist (miss/dodge/parry/etc.), nicht anwenden
-- Nur für eigene Spells prüfen, nicht für andere Spieler
if caster == "player" and libdebuff:DidSpellFail(effect) then
return -- Spell hat nicht getroffen, keinen Timer setzen
end
unitlevel = unitlevel or 0
if not libdebuff.objects[unit] then libdebuff.objects[unit] = {} end
if not libdebuff.objects[unit][unitlevel] then libdebuff.objects[unit][unitlevel] = {} end
if not libdebuff.objects[unit][unitlevel][effect] then libdebuff.objects[unit][unitlevel][effect] = {} end
local existing = libdebuff.objects[unit][unitlevel][effect]
local now = GetTime()
-- Wenn kein Caster übergeben wurde, behalte den existierenden (wichtig für Refresh-Mechaniken wie Ferocious Bite)
if not caster and existing.caster then
caster = existing.caster
end
-- Wenn kein Rank übergeben wurde, behalte den existierenden
if not rank and existing.rank then
rank = existing.rank
end
-- Prüfe ob ein existierender Debuff noch aktiv ist
local existingIsActive = existing.start and existing.duration and (existing.start + existing.duration) > now
-- SCHUTZ: Wenn MEIN Debuff aktiv ist, darf ein anderer Spieler ihn NICHT überschreiben
-- AUSNAHME: Shared Debuffs (Sunder Armor, Curses, etc.) dürfen aktualisiert werden
if existingIsActive and existing.caster == "player" and caster ~= "player" then
if not sharedDebuffs[effect] then
return -- Blockiere das Update
end
end
-- Rank-Prüfung wenn beide vom Player sind und beide Ranks bekannt sind
if existingIsActive and existing.rank and rank and existing.caster == "player" and caster == "player" then
-- Niedrigerer Rank darf höheren NICHT überschreiben
if rank < existing.rank then
return -- Blockiere das Update
end
-- Gleicher oder höherer Rank darf überschreiben (Timer erneuern)
end
-- save current effect as lastspell
lastspell = existing
existing.effect = effect
existing.start_old = existing.start
existing.start = now
existing.duration = duration or libdebuff:GetDuration(effect)
existing.caster = caster
existing.rank = rank
libdebuff:UpdateUnits()
end
-- scan for debuff application
libdebuff:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")
libdebuff:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE")
libdebuff:RegisterEvent("CHAT_MSG_SPELL_FAILED_LOCALPLAYER")
libdebuff:RegisterEvent("CHAT_MSG_SPELL_SELF_DAMAGE")
libdebuff:RegisterEvent("PLAYER_TARGET_CHANGED")
libdebuff:RegisterEvent("SPELLCAST_STOP")
libdebuff:RegisterEvent("UNIT_AURA")
-- register seal handler
if class == "PALADIN" then
libdebuff:RegisterEvent("CHAT_MSG_COMBAT_SELF_HITS")
end
-- Remove Pending
libdebuff.rp = { SPELLIMMUNESELFOTHER, IMMUNEDAMAGECLASSSELFOTHER,
SPELLMISSSELFOTHER, SPELLRESISTSELFOTHER, SPELLEVADEDSELFOTHER,
SPELLDODGEDSELFOTHER, SPELLDEFLECTEDSELFOTHER, SPELLREFLECTSELFOTHER,
SPELLPARRIEDSELFOTHER, SPELLLOGABSORBSELFOTHER, SPELLFAILCASTSELF }
libdebuff.objects = {}
libdebuff.pending = {}
-- Gather Data by Events
libdebuff:SetScript("OnEvent", function()
-- paladin seal refresh
if event == "CHAT_MSG_COMBAT_SELF_HITS" then
local hit = cmatch(arg1, COMBATHITSELFOTHER)
local crit = cmatch(arg1, COMBATHITCRITSELFOTHER)
if hit or crit then
for seal in L["judgements"] do
local name = UnitName("target")
local level = UnitLevel("target")
if name and libdebuff.objects[name] then
if level and libdebuff.objects[name][level] and libdebuff.objects[name][level][seal] then
libdebuff:AddEffect(name, level, seal)
elseif libdebuff.objects[name][0] and libdebuff.objects[name][0][seal] then
libdebuff:AddEffect(name, 0, seal)
end
end
end
end
-- Add Combat Log
elseif event == "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE" or event == "CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE" then
local unit, effect = cmatch(arg1, AURAADDEDOTHERHARMFUL)
if unit and effect then
local unitlevel = UnitName("target") == unit and UnitLevel("target") or 0
if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then
libdebuff:AddEffect(unit, unitlevel, effect, nil, nil, nil) -- Explizit nil für rank
end
end
-- Add Missing Buffs by Iteration
elseif ( event == "UNIT_AURA" and arg1 == "target" ) or event == "PLAYER_TARGET_CHANGED" then
for i=1, 16 do
local effect, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff("target", i)
-- abort when no further debuff was found
if not texture then return end
if texture and effect and effect ~= "" then
-- don't overwrite existing timers
local unitlevel = UnitLevel("target") or 0
local unit = UnitName("target")
if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then
libdebuff:AddEffect(unit, unitlevel, effect, nil, nil, nil) -- Explizit nil für rank
end
end
end
-- Update Pending Spells und tracke failed spells
elseif event == "CHAT_MSG_SPELL_FAILED_LOCALPLAYER" or event == "CHAT_MSG_SPELL_SELF_DAMAGE" then
-- Prüfe ob ein Spell gefailed ist und speichere ihn
for _, msg in pairs(libdebuff.rp) do
local effect = cmatch(arg1, msg)
if effect then
-- Speichere den failed spell für 1 Sekunde
lastFailedSpells[effect] = { time = GetTime() }
-- Bestehende Logik: Remove pending spell
if libdebuff.pending[3] == effect then
libdebuff:RemovePending()
return
elseif lastspell and lastspell.start_old and lastspell.effect == effect then
-- late removal of debuffs (e.g hunter arrows as they hit late)
libdebuff:RevertLastAction()
return
end
end
end
elseif event == "SPELLCAST_STOP" then
libdebuff:PersistPending()
end
end)
-- Gather Data by User Actions
hooksecurefunc("CastSpell", function(id, bookType)
local rawEffect, rank = libspell.GetSpellInfo(id, bookType)
local duration = libdebuff:GetDuration(rawEffect, rank)
local rankNum = 0
if rank then
local _, _, num = string.find(rank, "(%d+)")
rankNum = num and tonumber(num) or 0
end
-- Speichere rank für später (bleibt 2 Sekunden)
if rawEffect and rankNum > 0 then
lastCastRanks[rawEffect] = { rank = rankNum, time = GetTime() }
end
libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player", rankNum)
end)
hooksecurefunc("CastSpellByName", function(effect, target)
local rawEffect, rank = libspell.GetSpellInfo(effect)
local duration = libdebuff:GetDuration(rawEffect, rank)
local rankNum = 0
if rank then
local _, _, num = string.find(rank, "(%d+)")
rankNum = num and tonumber(num) or 0
end
-- Speichere rank für später (bleibt 2 Sekunden)
if rawEffect and rankNum > 0 then
lastCastRanks[rawEffect] = { rank = rankNum, time = GetTime() }
end
libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player", rankNum)
end)
hooksecurefunc("UseAction", function(slot, target, button)
if GetActionText(slot) or not IsCurrentAction(slot) then return end
scanner:SetAction(slot)
local rawEffect, rank = scanner:Line(1)
local duration = libdebuff:GetDuration(rawEffect, rank)
local rankNum = 0
if rank then
local _, _, num = string.find(rank, "(%d+)")
rankNum = num and tonumber(num) or 0
end
-- Speichere rank für später (bleibt 2 Sekunden)
if rawEffect and rankNum > 0 then
lastCastRanks[rawEffect] = { rank = rankNum, time = GetTime() }
end
libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player", rankNum)
end)
function libdebuff:UnitDebuff(unit, id)
local unitname = UnitName(unit)
local unitlevel = UnitLevel(unit)
local texture, stacks, dtype = UnitDebuff(unit, id)
local duration, timeleft = nil, -1
local rank = nil -- no backport
local caster = nil -- experimental
local effect
if texture then
scanner:SetUnitDebuff(unit, id)
effect = scanner:Line(1) or ""
end
-- read level based debuff table
local data = libdebuff.objects[unitname] and libdebuff.objects[unitname][unitlevel]
data = data or libdebuff.objects[unitname] and libdebuff.objects[unitname][0]
if data and data[effect] then
if data[effect].duration and data[effect].start and data[effect].duration + data[effect].start > GetTime() then
-- read valid debuff data
duration = data[effect].duration
timeleft = duration + data[effect].start - GetTime()
caster = data[effect].caster
else
-- clean up invalid values
data[effect] = nil
end
end
return effect, rank, texture, stacks, dtype, duration, timeleft, caster
end
local cache = {}
function libdebuff:UnitOwnDebuff(unit, id)
-- clean cache
for k, v in pairs(cache) do cache[k] = nil end
-- detect own debuffs
local count = 1
for i=1,16 do
local effect, rank, texture, stacks, dtype, duration, timeleft, caster = libdebuff:UnitDebuff(unit, i)
if effect and not cache[effect] and caster and caster == "player" then
cache[effect] = true
if count == id then
return effect, rank, texture, stacks, dtype, duration, timeleft, caster
else
count = count + 1
end
end
end
end
-- add libdebuff to pfUI API
pfUI.api.libdebuff = libdebuff