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Replace the 0.25s ticker with UNIT_SPELL_HASTE for haste and PLAYER_DAMAGE_DONE_MODS for spell power, which fires on the MOD_DAMAGE_DONE fields GetSpellBonusDamage reads.
150 lines
5.7 KiB
Lua
150 lines
5.7 KiB
Lua
pfUI:RegisterModule("player", function ()
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-- do not go further on disabled UFs
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if C.unitframes.disable == "1" then return end
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PlayerFrame:Hide()
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PlayerFrame:UnregisterAllEvents()
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pfUI.uf.player = pfUI.uf:CreateUnitFrame("Player", nil, C.unitframes.player)
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pfUI.uf.player:UpdateFrameSize()
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pfUI.uf.player:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOM", -75, 125)
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UpdateMovable(pfUI.uf.player)
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-- infoTopCenterText: used to display haste / spell power above health bar
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local playerFrame = pfUI.uf.player
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if not playerFrame.infoTopCenterText then
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playerFrame.infoTopCenterText = playerFrame.texts:CreateFontString(nil, "OVERLAY")
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playerFrame.infoTopCenterText:SetFontObject(GameFontWhite)
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local cfg = playerFrame.config
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local fontname, fontsize, fontstyle
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if cfg.customfont == "1" then
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fontname = pfUI.media[cfg.customfont_name]
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fontsize = tonumber(cfg.customfont_size)
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fontstyle = cfg.customfont_style
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else
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fontname = pfUI.font_unit
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fontsize = tonumber(C.global.font_unit_size)
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fontstyle = C.global.font_unit_style
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end
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playerFrame.infoTopCenterText:SetFont(fontname, fontsize, fontstyle)
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playerFrame.infoTopCenterText:SetJustifyH("CENTER")
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playerFrame.infoTopCenterText:SetPoint("TOPLEFT", playerFrame.hp.bar, "TOPLEFT", 0, 0)
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playerFrame.infoTopCenterText:SetPoint("TOPRIGHT", playerFrame.hp.bar, "TOPRIGHT", 0, 0)
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playerFrame.infoTopCenterText:SetHeight(14)
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end
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local myclass = UnitClassBase("player")
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playerFrame.myclass = myclass
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playerFrame.isSpellCaster = myclass ~= "WARRIOR" and myclass ~= "ROGUE" and myclass ~= "HUNTER"
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-- Convert "r,g,b,a" config color string to a 6-char hex string, or nil if unset
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local cfgColorToHexTable = setmetatable({}, {
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__index = function (t, colorStr)
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if not colorStr or colorStr == "" then return nil end
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local r, g, b = GetStringColor(colorStr)
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if not r or not g or not b then return nil end
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local hex = C_ColorUtil.GenerateTextColorCode({ r=r, g = g, b=b})
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rawset(t, colorStr, hex)
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return hex
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end
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})
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-- SP school colors indexed by GetSpellBonusDamage's 1-based school order
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-- (1=phys, 2=holy, 3=fire, 4=nature, 5=frost, 6=shadow, 7=arcane)
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local spColors = { "FFFFFFFF", "FFFFFF80", "FFFF8000", "FF4DFF4D", "FF80FFFF", "FF9482C9", "FFFFFFFF" }
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-- Default SP school per class used as tiebreaker when multiple schools are equal
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local spDefaultSchool = {
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PALADIN = 2, PRIEST = 2,
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SHAMAN = 4, DRUID = 4,
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MAGE = 7, WARLOCK = 6,
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}
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-- Compute the haste/SP text; called on haste, spell power and config changes
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local function UpdateInfoText()
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local cfg = playerFrame.config
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if not cfg then
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return
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end
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-- display_haste: "0"=hidden, "1"=show cast-speed haste (UnitSpellHaste,
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-- from UNIT_MOD_CAST_SPEED). Talent/spell-specific cast-time reductions
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-- show up in the actual cast bar via C_Spell.UnitCastingInfo; folding them
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-- in here too was mixing two different concepts into one number.
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local isSpellCaster = playerFrame.isSpellCaster
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local showHaste = isSpellCaster and cfg.display_haste == "1"
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local showSP = isSpellCaster and cfg.display_spellpower == "1"
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if not showHaste and not showSP then
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playerFrame.infoTopCenterText:SetText("")
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return
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end
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local parts = {}
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if showHaste then
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local hex = cfgColorToHexTable[cfg.display_haste_color] or "FFFFFFFF"
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table.insert(parts, string.format("|c%s%.1f%%|r", hex, UnitSpellHaste("player")))
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end
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if showSP then
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local school = spDefaultSchool[myclass] or 2
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local maxSP = GetSpellBonusDamage(school) or 0
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for i = 2, 7 do -- skip physical (1)
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local v = GetSpellBonusDamage(i) or 0
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if v > maxSP then maxSP, school = v, i end
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end
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if maxSP > 0 then
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local hex = (cfg.display_sp_color_override == "1" and cfgColorToHexTable[cfg.display_sp_color]) or spColors[school]
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table.insert(parts, string.format("|c%s+%d SP|r", hex, maxSP))
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end
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end
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playerFrame.infoTopCenterText:SetText(table.concat(parts, " "))
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end
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-- Keep a reference to the generic UF UpdateConfig so we can chain it
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local genericUpdateConfig = pfUI.uf.UpdateConfig
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function playerFrame:UpdateConfig()
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genericUpdateConfig(self)
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UpdateInfoText()
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end
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-- Add throttle to player frame OnUpdate
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-- Throttle the unit frame's existing OnUpdate to ~20 FPS so the per-frame
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-- work stays cheap.
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if pfUI.uf.player:GetScript("OnUpdate") then
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local originalOnUpdate = pfUI.uf.player:GetScript("OnUpdate")
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pfUI.uf.player:SetScript("OnUpdate", function()
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if (this.throttleTick or 0) > GetTime() then return end
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this.throttleTick = GetTime() + 0.05
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originalOnUpdate()
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end)
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end
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-- PLAYER_DAMAGE_DONE_MODS fires on the MOD_DAMAGE_DONE fields that
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-- GetSpellBonusDamage reads, so gear, buffs and talents all reach it.
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pfUI.events:RegisterFrameEventAndCallback("PLAYER_ENTERING_WORLD", UpdateInfoText)
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pfUI.events:RegisterFrameEventAndCallback("PLAYER_DAMAGE_DONE_MODS", UpdateInfoText)
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pfUI.events:RegisterFrameEventAndCallback("UNIT_SPELL_HASTE", function(_, unit)
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if unit == "player" then UpdateInfoText() end
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end)
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-- Replace default's RESET_INSTANCES button with an always working one
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UnitPopupButtons["RESET_INSTANCES_FIX"] = { text = RESET_INSTANCES, dist = 0 }
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for id, text in pairs(UnitPopupMenus["SELF"]) do
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if text == "RESET_INSTANCES" then
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UnitPopupMenus["SELF"][id] = "RESET_INSTANCES_FIX"
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end
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end
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hooksecurefunc("UnitPopup_OnClick", function()
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local button = this.value
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if button == "RESET_INSTANCES_FIX" then
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StaticPopup_Show("CONFIRM_RESET_INSTANCES")
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end
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end)
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end)
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