Files
pfUI/modules/swingtimer.lua
T
2026-03-04 19:18:55 +01:00

698 lines
26 KiB
Lua

pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
local rawborder, border = GetBorderSize()
-- HitInfo flags (EVENTS.md)
local HITINFO_LEFTSWING = 4 -- 4: Off-hand attack
local HITINFO_NOACTION = 65536 -- 65536: server did not advance the swing clock
-- SPELL_QUEUE_EVENT codes (EVENTS.md)
local ON_SWING_QUEUED = 0
local ON_SWING_QUEUE_POPPED = 1
-- Countdown timers (seconds remaining, SP_SwingTimer style)
-- Counting down from speed -> 0. Reset to speed on each confirmed swing.
local mhTimer = 0
local mhTimerMax = 1
local ohTimer = 0
local ohTimerMax = 1
local raTimer = 0
local raTimerMax = 1
-- Weapon speeds (seconds), updated via UnitAttackSpeed / UnitRangedDamage
local mhSpeed = 0
local ohSpeed = 0
local raSpeed = 0
-- Whether each bar should be shown at all
local mhActive = false
local ohActive = false
local raActive = false
-- Whether auto-attack is currently toggled on
local autoAttackActive = false
-- Tracks spellId from SPELL_START_SELF (cast-time spell in progress)
-- Used in SPELL_GO to detect cast-time resets vs instants
local pendingCastSpellId = nil
-- Ranged spell IDs
local RANGED_SPELLIDS = {
[75] = true, -- Auto Shot (Hunter)
[2764] = true, -- Throw (Warrior/Rogue)
}
-- Slam: has cast time but does NOT reset the swing timer (just delays it).
-- We explicitly ignore these in SPELL_GO so they fall through to no-op.
local slamSpellIDs = {
[1464] = true, [8820] = true, [11604] = true, [11605] = true,
}
-- SPELL_ATTR_ON_NEXT_SWING (bit 2, value 4): spell replaces next auto-attack swing.
-- Covers Raptor Strike, Maul, Mongoose Bite, Holy Strike, etc. automatically.
-- Cache results to avoid repeated GetSpellRec calls per SPELL_GO.
local ATTR_ON_NEXT_SWING = 4
local onSwingCache = {} -- [spellId] = true/false
local function IsOnSwingSpell(spellId)
if onSwingCache[spellId] ~= nil then return onSwingCache[spellId] end
local rec = GetSpellRec(spellId)
local result = rec and bit.band(rec.attributes, ATTR_ON_NEXT_SWING) ~= 0 or false
onSwingCache[spellId] = result
return result
end
-- Heroic Strike spell IDs (all ranks)
local hsSpellIDs = {
[78] = true, [284] = true, [285] = true, [1608] = true,
[11564] = true, [11565] = true, [11566] = true, [11567] = true,
}
-- Cleave spell IDs (all ranks)
local cleaveSpellIDs = {
[845] = true, [7369] = true, [11608] = true, [11609] = true,
[20569] = true,
}
-- Read config
local sw_width = tonumber(C.unitframes.swingtimerwidth) or 200
local sw_height = tonumber(C.unitframes.swingtimerheight) or 12
local sw_texture = C.unitframes.swingtimertexture or "Interface\\AddOns\\pfUI\\img\\bar"
local sw_showtext = C.unitframes.swingtimertext ~= "0"
local sw_showlabel = C.unitframes.swingtimerlabel ~= "0"
local sw_showoh = C.unitframes.swingtimeroffhand ~= "0"
local sw_showranged = C.unitframes.swingtimerranged ~= "0"
local sw_fontsize = tonumber(C.unitframes.swingtimerfontsize) or 12
local sw_hsqueue = C.unitframes.swingtimerhsqueue ~= "0"
local sw_showspeed = C.unitframes.swingtimerattackspeed == "1"
local function ParseColor(str, dr, dg, db, da)
if not str or str == "" then return dr, dg, db, da end
local _, _, r, g, b, a = string.find(str, "([%d%.]+),([%d%.]+),([%d%.]+),([%d%.]+)")
if r then
return tonumber(r) or dr, tonumber(g) or dg, tonumber(b) or db, tonumber(a) or da
end
return dr, dg, db, da
end
local mhR, mhG, mhB, mhA = ParseColor(C.unitframes.swingtimermhcolor, 0.8, 0.3, 0.3, 1)
local ohR, ohG, ohB, ohA = ParseColor(C.unitframes.swingtimerohcolor, 0.3, 0.8, 0.3, 1)
local raR, raG, raB, raA = ParseColor(C.unitframes.swingtimerrangedcolor, 0.3, 0.6, 1.0, 1)
local rwR, rwG, rwB, rwA = ParseColor(C.unitframes.swingtimerrangedwarncolor, 0.9, 0.0, 0.0, 1)
local isHunter = UnitClass("player") == "Hunter"
local mhDefaultR, mhDefaultG, mhDefaultB = mhR, mhG, mhB
-- HS/Cleave queue state
local hsQueued = false
local cleaveQueued = false
local isWarrior = false
local cachedHSSlots = {}
local cachedCleaveSlots = {}
local useSpellQueueEvent = false
-- Create container frame
pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent)
pfUI.swingtimer:SetFrameStrata("MEDIUM")
pfUI.swingtimer:Hide()
-- Mainhand bar
pfUI.swingtimer.mainhand = CreateFrame("StatusBar", "pfSwingTimerMainhand", UIParent)
pfUI.swingtimer.mainhand:SetPoint("CENTER", UIParent, "CENTER", 0, -100)
pfUI.swingtimer.mainhand:SetWidth(sw_width)
pfUI.swingtimer.mainhand:SetHeight(sw_height)
pfUI.swingtimer.mainhand:SetMinMaxValues(0, 1)
pfUI.swingtimer.mainhand:SetValue(0)
pfUI.swingtimer.mainhand:SetStatusBarTexture(sw_texture)
pfUI.swingtimer.mainhand:SetStatusBarColor(mhR, mhG, mhB, mhA)
pfUI.swingtimer.mainhand:Hide()
pfUI.swingtimer.mainhand.text = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.text:SetPoint("CENTER", pfUI.swingtimer.mainhand, "CENTER", 0, 0)
pfUI.swingtimer.mainhand.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.mainhand.text:SetText("")
if not sw_showtext then pfUI.swingtimer.mainhand.text:Hide() end
pfUI.swingtimer.mainhand.label = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.label:SetPoint("RIGHT", pfUI.swingtimer.mainhand, "LEFT", -4, 0)
pfUI.swingtimer.mainhand.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.mainhand.label:SetText(sw_showlabel and "MH" or "")
pfUI.swingtimer.mainhand.speed = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.speed:SetPoint("LEFT", pfUI.swingtimer.mainhand, "RIGHT", 4, 0)
pfUI.swingtimer.mainhand.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.mainhand.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.mainhand.speed:Hide() end
CreateBackdrop(pfUI.swingtimer.mainhand)
CreateBackdropShadow(pfUI.swingtimer.mainhand)
-- Offhand bar
pfUI.swingtimer.offhand = CreateFrame("StatusBar", "pfSwingTimerOffhand", UIParent)
pfUI.swingtimer.offhand:SetPoint("TOP", pfUI.swingtimer.mainhand, "BOTTOM", 0, -4)
pfUI.swingtimer.offhand:SetWidth(sw_width)
pfUI.swingtimer.offhand:SetHeight(sw_height)
pfUI.swingtimer.offhand:SetMinMaxValues(0, 1)
pfUI.swingtimer.offhand:SetValue(0)
pfUI.swingtimer.offhand:SetStatusBarTexture(sw_texture)
pfUI.swingtimer.offhand:SetStatusBarColor(ohR, ohG, ohB, ohA)
pfUI.swingtimer.offhand:Hide()
pfUI.swingtimer.offhand.text = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.text:SetPoint("CENTER", pfUI.swingtimer.offhand, "CENTER", 0, 0)
pfUI.swingtimer.offhand.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.offhand.text:SetText("")
if not sw_showtext then pfUI.swingtimer.offhand.text:Hide() end
pfUI.swingtimer.offhand.label = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.label:SetPoint("RIGHT", pfUI.swingtimer.offhand, "LEFT", -4, 0)
pfUI.swingtimer.offhand.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.offhand.label:SetText(sw_showlabel and "OH" or "")
CreateBackdrop(pfUI.swingtimer.offhand)
CreateBackdropShadow(pfUI.swingtimer.offhand)
-- Ranged bar
pfUI.swingtimer.ranged = CreateFrame("Frame", "pfSwingTimerRanged", UIParent)
pfUI.swingtimer.ranged:SetPoint("CENTER", UIParent, "CENTER", 0, -120)
pfUI.swingtimer.ranged:SetWidth(sw_width)
pfUI.swingtimer.ranged:SetHeight(sw_height)
pfUI.swingtimer.ranged:Hide()
pfUI.swingtimer.ranged.left = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.left:SetTexture(sw_texture)
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.left:SetHeight(sw_height)
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.right:SetTexture(sw_texture)
pfUI.swingtimer.ranged.right:SetPoint("LEFT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.right:SetHeight(sw_height)
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.warn:SetTexture(sw_texture)
pfUI.swingtimer.ranged.warn:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.warn:SetHeight(sw_height)
pfUI.swingtimer.ranged.warn:SetWidth(1)
pfUI.swingtimer.ranged.warn:SetVertexColor(rwR, rwG, rwB, rwA)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged.text = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.text:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.ranged.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.ranged.text:SetText("")
if not sw_showtext then pfUI.swingtimer.ranged.text:Hide() end
pfUI.swingtimer.ranged.label = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.label:SetPoint("RIGHT", pfUI.swingtimer.ranged, "LEFT", -4, 0)
pfUI.swingtimer.ranged.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.ranged.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.ranged.label:SetText(sw_showlabel and "Ra" or "")
CreateBackdrop(pfUI.swingtimer.ranged)
CreateBackdropShadow(pfUI.swingtimer.ranged)
UpdateMovable(pfUI.swingtimer.mainhand)
UpdateMovable(pfUI.swingtimer.ranged)
-- OH weapon detection
local OH_WEAPON_TYPES = { [13]=true, [21]=true }
local function HasOffhandWeapon()
local l = GetInventoryItemLink("player", 17)
if not l then return false end
local _, _, id = string.find(l, "item:(%d+)")
id = tonumber(id)
if not id then return false end
local s = GetItemStats and GetItemStats(id)
if not s then return false end
return OH_WEAPON_TYPES[s.inventoryType] == true
end
local function UpdateWeaponSpeeds()
local ms, os = UnitAttackSpeed("player")
mhSpeed = (ms and ms > 0) and ms or mhSpeed
ohSpeed = (HasOffhandWeapon() and os and os > 0) and os or 0
local rs = UnitRangedDamage("player")
raSpeed = (rs and rs > 0) and rs or 0
end
-- Reset MH countdown to full speed (server confirmed swing)
local function ResetMH()
UpdateWeaponSpeeds()
pfUI.swingtimer.mhGraceAt = nil -- cancel any pending hide
mhTimerMax = mhSpeed
mhTimer = mhSpeed
mhActive = true
pfUI.swingtimer.mainhand:Show()
pfUI.swingtimer:Show()
end
-- Reset OH countdown to full speed
local function ResetOH()
UpdateWeaponSpeeds()
if ohSpeed <= 0 then return end
pfUI.swingtimer.ohGraceAt = nil -- cancel any pending hide
ohTimerMax = ohSpeed
ohTimer = ohSpeed
ohActive = true
if sw_showoh then pfUI.swingtimer.offhand:Show() end
pfUI.swingtimer:Show()
end
-- Reset ranged countdown
local function ResetRanged()
if not sw_showranged then return end
UpdateWeaponSpeeds()
if raSpeed <= 0 then return end
-- Ranged replaces MH bar
mhActive = false
pfUI.swingtimer.mainhand:Hide()
raTimerMax = raSpeed
raTimer = raSpeed
raActive = true
if isHunter then
pfUI.swingtimer.ranged.left:ClearAllPoints()
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
else
pfUI.swingtimer.ranged.left:ClearAllPoints()
pfUI.swingtimer.ranged.left:SetPoint("TOPLEFT", pfUI.swingtimer.ranged, "TOPLEFT", 0, 0)
pfUI.swingtimer.ranged.left:SetWidth(0.1)
pfUI.swingtimer.ranged.left:Hide()
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0, 0, 1)
pfUI.swingtimer.ranged.right:SetWidth(0.1)
pfUI.swingtimer.ranged.right:Hide()
end
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn:SetWidth(1)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged:Show()
pfUI.swingtimer:Show()
end
local function ResetAll()
mhActive = false
ohActive = false
raActive = false
mhTimer = 0
ohTimer = 0
raTimer = 0
pfUI.swingtimer.mhGraceAt = nil
pfUI.swingtimer.ohGraceAt = nil
pfUI.swingtimer.mainhand:Hide()
pfUI.swingtimer.offhand:Hide()
pfUI.swingtimer.ranged:Hide()
pfUI.swingtimer:Hide()
end
-- HS/Cleave helpers
local function RebuildQueueSlotCache()
if not isWarrior or not sw_hsqueue or useSpellQueueEvent then return end
cachedHSSlots = {}
cachedCleaveSlots = {}
for slot = 1, 120 do
local tex = GetActionTexture(slot)
local name = GetActionText(slot)
if tex then
if string.find(tex, "Ability_Rogue_Ambush") then
table.insert(cachedHSSlots, slot)
elseif string.find(tex, "Ability_Warrior_Cleave") then
table.insert(cachedCleaveSlots, slot)
end
end
if name then
local lower = string.lower(name)
if lower == "heroic strike" or lower == "heroicstrike" or lower == "hs" then
table.insert(cachedHSSlots, slot)
elseif lower == "cleave" then
table.insert(cachedCleaveSlots, slot)
end
end
end
end
local function CheckQueuedAction(slotList)
for i = 1, table.getn(slotList) do
if IsCurrentAction(slotList[i]) then return true end
end
return false
end
local function IsHSOrCleaveQueued()
if not sw_hsqueue or not isWarrior then return false, false end
if useSpellQueueEvent then return hsQueued, cleaveQueued end
return CheckQueuedAction(cachedHSSlots), CheckQueuedAction(cachedCleaveSlots)
end
-- OnUpdate: countdown all timers with delta, then render
local swingThrottle = 0
pfUI.swingtimer:SetScript("OnUpdate", function()
swingThrottle = swingThrottle + arg1
if swingThrottle < 0.016 then return end
local delta = swingThrottle
swingThrottle = 0
-- Delayed out-of-combat reset
if pfUI.swingtimer.regenResetAt and GetTime() >= pfUI.swingtimer.regenResetAt then
pfUI.swingtimer.regenResetAt = nil
ResetAll()
return
end
local anyActive = false
-- Tick timers down. When a timer expires we give a short grace period before
-- hiding the bar, to bridge the 1-2 frame gap until AUTO_ATTACK_SELF arrives.
-- If AUTO_ATTACK_SELF arrives during the grace period it resets the timer
-- normally and the grace timer is cleared. If not (e.g. auto-attack was
-- turned off), the bar hides after the grace period ends.
local GRACE = 0.15 -- seconds to wait after timer hits 0 before hiding
if mhActive then
mhTimer = mhTimer - delta
if mhTimer <= 0 then
mhTimer = 0
if not pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = nil
mhActive = false
pfUI.swingtimer.mainhand:Hide()
end
end
end
if ohActive then
ohTimer = ohTimer - delta
if ohTimer <= 0 then
ohTimer = 0
if not pfUI.swingtimer.ohGraceAt then
pfUI.swingtimer.ohGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.ohGraceAt then
pfUI.swingtimer.ohGraceAt = nil
ohActive = false
pfUI.swingtimer.offhand:Hide()
end
end
end
if raActive then
raTimer = raTimer - delta
if raTimer <= 0 then
raTimer = 0
raActive = false
pfUI.swingtimer.ranged:Hide()
end
end
-- HS/Cleave color
local curR, curG, curB = mhDefaultR, mhDefaultG, mhDefaultB
if sw_hsqueue and isWarrior then
local hs, cl = IsHSOrCleaveQueued()
if cl then
curR, curG, curB = 0.2, 0.9, 0.2
elseif hs then
curR, curG, curB = 0.9, 0.9, 0.2
end
end
-- Render MH
if mhActive then
local progress = 1 - (mhTimer / mhTimerMax)
pfUI.swingtimer.mainhand:SetValue(progress)
pfUI.swingtimer.mainhand:SetStatusBarColor(curR, curG, curB, mhA)
if sw_showtext then
pfUI.swingtimer.mainhand.text:SetText(string.format("%.1f", math.floor(mhTimer * 10) / 10))
end
if sw_showspeed and mhSpeed > 0 then
pfUI.swingtimer.mainhand.speed:SetText(string.format("%.2f", mhSpeed))
end
anyActive = true
end
-- Render OH
if sw_showoh and ohActive then
local progress = 1 - (ohTimer / ohTimerMax)
pfUI.swingtimer.offhand:SetValue(progress)
if sw_showtext then
pfUI.swingtimer.offhand.text:SetText(string.format("%.1f", math.floor(ohTimer * 10) / 10))
end
anyActive = true
elseif not sw_showoh then
pfUI.swingtimer.offhand:Hide()
end
-- Render Ranged
if sw_showranged and raActive then
local remaining = raTimer
if isHunter then
local DEADZONE = 0.5
local halfW = sw_width / 2
if remaining > DEADZONE then
local elapsed = raTimerMax - remaining
local phase1dur = raTimerMax - DEADZONE
local p = elapsed / phase1dur
local w = halfW * (1 - p)
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Show()
pfUI.swingtimer.ranged.left:SetWidth(w)
pfUI.swingtimer.ranged.left:SetTexCoord(0, (1 - p) * 0.5, 0, 1)
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right:Show()
pfUI.swingtimer.ranged.right:SetWidth(w)
pfUI.swingtimer.ranged.right:SetTexCoord(1 - (1 - p) * 0.5, 1, 0, 1)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn:Hide()
else
local p = 1 - (remaining / DEADZONE)
local w = sw_width * p
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Hide()
pfUI.swingtimer.ranged.right:Hide()
pfUI.swingtimer.ranged.warn:SetWidth(w)
pfUI.swingtimer.ranged.warn:Show()
end
if sw_showtext then
if remaining <= 0.5 then
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", math.floor(remaining * 10) / 10))
else
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", math.floor((remaining - 0.5) * 10) / 10))
end
end
else
local progress = 1 - (remaining / raTimerMax)
local w = sw_width * progress
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Show()
pfUI.swingtimer.ranged.left:SetWidth(w)
pfUI.swingtimer.ranged.left:SetTexCoord(0, progress, 0, 1)
pfUI.swingtimer.ranged.right:Hide()
pfUI.swingtimer.ranged.warn:Hide()
if sw_showtext then
pfUI.swingtimer.ranged.text:SetText(string.format("%.1f", math.floor(remaining * 10) / 10))
end
end
anyActive = true
elseif not sw_showranged then
pfUI.swingtimer.ranged:Hide()
end
if not anyActive then
if not pfUI.swingtimer.mainhand:IsShown()
and not pfUI.swingtimer.offhand:IsShown()
and not pfUI.swingtimer.ranged:IsShown() then
this:Hide()
end
end
end)
-- SPELL_START_SELF: fires only for cast-time spells, never instants
local spellStartFrame = CreateFrame("Frame")
spellStartFrame:RegisterEvent("SPELL_START_SELF")
spellStartFrame:SetScript("OnEvent", function()
pendingCastSpellId = arg1
end)
-- SPELL_GO hook via libdebuff
pfUI.libdebuff_spell_go_hooks = pfUI.libdebuff_spell_go_hooks or {}
pfUI.libdebuff_spell_go_hooks["swingtimer"] = function(spellId)
if RANGED_SPELLIDS[spellId] then
ResetRanged()
elseif slamSpellIDs[spellId] then
-- Slam delays auto-attack but does NOT reset the swing timer. Ignore.
pendingCastSpellId = nil
return
elseif hsSpellIDs[spellId] or IsOnSwingSpell(spellId) then
hsQueued = false; cleaveQueued = false
ResetMH()
elseif cleaveSpellIDs[spellId] then
hsQueued = false; cleaveQueued = false
ResetMH()
else
-- Only reset for cast-time spells (signaled by SPELL_START_SELF)
if mhActive and mhSpeed > 0 and pendingCastSpellId == spellId then
UpdateWeaponSpeeds()
mhTimerMax = mhSpeed
mhTimer = mhSpeed
end
end
pendingCastSpellId = nil
end
-- SPELL_CAST_EVENT hook: HS/Cleave queue tracking
pfUI.libdebuff_spell_cast_hooks = pfUI.libdebuff_spell_cast_hooks or {}
pfUI.libdebuff_spell_cast_hooks["swingtimer"] = function(success, spellId)
if success ~= 1 then return end
if hsSpellIDs[spellId] then
hsQueued = true; cleaveQueued = false
elseif cleaveSpellIDs[spellId] then
cleaveQueued = true; hsQueued = false
end
end
local playerGUID = nil
local events = CreateFrame("Frame")
events:RegisterEvent("AUTO_ATTACK_SELF")
events:RegisterEvent("AUTO_ATTACK_OTHER")
events:RegisterEvent("PLAYER_ENTERING_WORLD")
events:RegisterEvent("UNIT_INVENTORY_CHANGED")
events:RegisterEvent("PLAYER_REGEN_DISABLED")
events:RegisterEvent("PLAYER_REGEN_ENABLED")
events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
events:RegisterEvent("UNIT_DIED")
events:RegisterEvent("SPELL_QUEUE_EVENT")
events:RegisterEvent("START_AUTOATTACK")
events:RegisterEvent("STOP_AUTOATTACK")
events:SetScript("OnEvent", function()
if event == "AUTO_ATTACK_SELF" then
local hitInfo = arg4 or 0
local isOffhand = bit.band(hitInfo, HITINFO_LEFTSWING) ~= 0
local noAction = bit.band(hitInfo, HITINFO_NOACTION) ~= 0, tostring(noAction)))
if noAction then return end
-- Extra attack detection: if timer still has >20% remaining for that hand,
-- the server did NOT reset the swing clock -> this is an extra attack, skip.
-- Use 20% here (SP_SwingTimer's ShouldResetTimer threshold).
-- Exception: if timer is already at 0 (expired), always accept.
if isOffhand then
local pct = ohActive and (ohTimer / ohTimerMax) or 0
if ohActive and ohTimer > 0 and pct > 0.20 then)
return
end|r", pct*100, ohTimer))
ResetOH()
else
local pct = mhActive and (mhTimer / mhTimerMax) or 0
if mhActive and mhTimer > 0 and pct > 0.20 then)
return
end|r", pct*100, mhTimer))
ResetMH()
end
elseif event == "AUTO_ATTACK_OTHER" then
-- Parry haste: enemy attacked the player and player parried
local targetGuid = arg2
if not targetGuid or not playerGUID then return end
if targetGuid ~= playerGUID then return end
local victimState = arg5 or 0
-- VICTIMSTATE_PARRY = 3
-- Vanilla: parry reduces the NEXT swing timer by 40% of weapon speed,
-- minimum 20% of weapon speed remaining (SP_SwingTimer approach)
if victimState == 3 then
-- Apply to whichever swing comes next (smallest % remaining = closest to firing)
if ohActive and ohSpeed > 0 and (ohTimer / ohTimerMax) < (mhTimer / mhTimerMax) then
local minimum = ohSpeed * 0.20
if ohTimer > minimum then
local reduct = ohSpeed * 0.40
local before = ohTimer
ohTimer = ohTimer - reduct
if ohTimer < minimum then ohTimer = minimum end*100))
else)
end
elseif mhActive and mhSpeed > 0 then
local minimum = mhSpeed * 0.20
if mhTimer > minimum then
local reduct = mhSpeed * 0.40
local before = mhTimer
mhTimer = mhTimer - reduct
if mhTimer < minimum then mhTimer = minimum end*100))
else)
end
else, tostring(ohActive), mhTimer, ohTimer))
end
end
elseif event == "SPELL_QUEUE_EVENT" then
local eventCode = arg1 or -1
local spellId = arg2 or 0
if eventCode == ON_SWING_QUEUED then
useSpellQueueEvent = true
if hsSpellIDs[spellId] then
hsQueued = true; cleaveQueued = false
elseif cleaveSpellIDs[spellId] then
cleaveQueued = true; hsQueued = false
end
elseif eventCode == ON_SWING_QUEUE_POPPED then
hsQueued = false; cleaveQueued = false
end
elseif event == "START_AUTOATTACK" then
autoAttackActive = true
elseif event == "STOP_AUTOATTACK" then
autoAttackActive = false
elseif event == "PLAYER_ENTERING_WORLD" then
local _, class = UnitClass("player")
isWarrior = (class == "WARRIOR")
playerGUID = GetUnitGUID("player")
UpdateWeaponSpeeds()
RebuildQueueSlotCache()
elseif event == "UNIT_INVENTORY_CHANGED" then
if arg1 and arg1 ~= "player" then return end
UpdateWeaponSpeeds()
if ohSpeed == 0 then
ohActive = false
pfUI.swingtimer.offhand:Hide()
end
if raSpeed == 0 then
raActive = false
pfUI.swingtimer.ranged:Hide()
end
elseif event == "ACTIONBAR_SLOT_CHANGED" then
RebuildQueueSlotCache()
elseif event == "PLAYER_REGEN_DISABLED" then
pfUI.swingtimer.regenResetAt = nil
UpdateWeaponSpeeds()
elseif event == "PLAYER_REGEN_ENABLED" then
pfUI.swingtimer.regenResetAt = GetTime() + 5.0
hsQueued = false
cleaveQueued = false
elseif event == "UNIT_DIED" then
if arg1 and arg1 == playerGUID then
ResetAll()
end
end
end)
UpdateWeaponSpeeds()
end)