Files
pfUI/libs/libdebuff.lua
T
2019-02-26 10:08:44 +02:00

258 lines
9.5 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
local libdebuff = CreateFrame("Frame", "pfdebuffsScanner", UIParent)
local scanner = libtipscan:GetScanner("libdebuff")
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 == 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(2,1)
if count and count > 0 then duration = duration + (count*.5) end
end
return duration
else
return 0
end
end
function libdebuff:AddPending(unit, unitlevel, effect, duration)
if not unit then return end
if not L["debuffs"][effect] then return end
local duration = duration or libdebuff:GetDuration(effect)
local unitlevel = unitlevel or 0
if duration > 0 then
libdebuff.pending[1] = unit
libdebuff.pending[2] = unitlevel
libdebuff.pending[3] = effect
libdebuff.pending[4] = duration
end
end
function libdebuff:PersistPending(effect)
if libdebuff.pending[3] == effect or ( effect == nil and libdebuff.pending[3] ) then
local unit = libdebuff.pending[1]
local unitlevel = libdebuff.pending[2]
local effect = libdebuff.pending[3]
local duration = libdebuff.pending[4]
libdebuff:AddEffect(unit, unitlevel, effect, duration)
end
end
function libdebuff:ClearPending()
libdebuff.pending[1] = nil
libdebuff.pending[2] = nil
libdebuff.pending[3] = nil
libdebuff.pending[4] = nil
end
function libdebuff:RemovePending(effect)
if libdebuff.pending[3] == effect then
libdebuff:ClearPending()
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:AddEffect(unit, unitlevel, effect, duration)
if not unit or not effect then return 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
libdebuff.objects[unit][unitlevel][effect].start = GetTime()
libdebuff.objects[unit][unitlevel][effect].duration = duration or libdebuff:GetDuration(effect)
libdebuff:ClearPending()
if pfUI.uf.target then
pfUI.uf:RefreshUnit(pfUI.uf.target, "aura")
end
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")
-- Remove Pending
libdebuff.rp = { SPELLFAILCASTSELF, SPELLFAILPERFORMSELF, SPELLIMMUNESELFOTHER,
IMMUNEDAMAGECLASSSELFOTHER, SPELLMISSSELFOTHER, SPELLRESISTSELFOTHER,
SPELLEVADEDSELFOTHER, SPELLDODGEDSELFOTHER, SPELLDEFLECTEDSELFOTHER,
SPELLREFLECTSELFOTHER, SPELLPARRIEDSELFOTHER, SPELLLOGABSORBSELFOTHER }
-- Persist Pending
libdebuff.pp = { SPELLCASTGOSELF, SPELLPERFORMGOSELF, SPELLLOGSCHOOLSELFOTHER,
SPELLLOGCRITSCHOOLSELFOTHER, SPELLLOGSELFOTHER, SPELLLOGCRITSELFOTHER }
libdebuff.objects = {}
libdebuff.pending = {}
-- Gather Data by Events
libdebuff:SetScript("OnEvent", function()
-- Add Combat Log
if 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)
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)
end
end
end
-- Update Pending Spells
elseif event == "CHAT_MSG_SPELL_FAILED_LOCALPLAYER" or event == "CHAT_MSG_SPELL_SELF_DAMAGE" then
-- Persist pending Spell
for _, msg in pairs(libdebuff.pp) do
local effect = cmatch(arg1, msg)
if effect then
libdebuff:PersistPending(effect)
return
end
end
-- Remove pending spell
for _, msg in pairs(libdebuff.rp) do
local effect = cmatch(arg1, msg)
if effect then
libdebuff:RemovePending(effect)
return
end
end
elseif event == "SPELLCAST_STOP" then
-- Persist all spells that have not been removed till here
libdebuff:PersistPending()
end
end)
-- Gather Data by User Actions
hooksecurefunc("CastSpell", function(id, bookType)
local effect = GetSpellName(id, bookType)
local _, rank = libspell.GetSpellInfo(id, bookType)
local duration = libdebuff:GetDuration(effect, rank)
libdebuff:AddPending(UnitName("target"), UnitLevel("target"), effect, duration)
end, true)
hooksecurefunc("CastSpellByName", function(effect, target)
local _, rank = libspell.GetSpellInfo(effect)
local duration = libdebuff:GetDuration(effect, rank)
libdebuff:AddPending(UnitName("target"), UnitLevel("target"), effect, duration)
end, true)
hooksecurefunc("UseAction", function(slot, target, button)
if GetActionText(slot) or not IsCurrentAction(slot) then return end
scanner:SetAction(slot)
local effect, rank = scanner:Line(1)
local duration = libdebuff:GetDuration(effect, rank)
libdebuff:AddPending(UnitName("target"), UnitLevel("target"), effect, duration)
end, true)
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 effect
if texture then
scanner:SetUnitDebuff(unit, id)
effect = scanner:Line(1) or ""
end
if libdebuff.objects[unitname] and libdebuff.objects[unitname][unitlevel] and libdebuff.objects[unitname][unitlevel][effect] then
-- clean up cache
if libdebuff.objects[unitname][unitlevel][effect].duration and libdebuff.objects[unitname][unitlevel][effect].duration + libdebuff.objects[unitname][unitlevel][effect].start < GetTime() then
libdebuff.objects[unitname][unitlevel][effect] = nil
else
duration = libdebuff.objects[unitname][unitlevel][effect].duration
timeleft = duration + libdebuff.objects[unitname][unitlevel][effect].start - GetTime()
end
-- no level data
elseif libdebuff.objects[unitname] and libdebuff.objects[unitname][0] and libdebuff.objects[unitname][0][effect] then
-- clean up cache
if libdebuff.objects[unitname][0][effect].duration and libdebuff.objects[unitname][0][effect].duration + libdebuff.objects[unitname][0][effect].start < GetTime() then
libdebuff.objects[unitname][0][effect] = nil
else
duration = libdebuff.objects[unitname][0][effect].duration
timeleft = duration + libdebuff.objects[unitname][0][effect].start - GetTime()
end
end
return effect, rank, texture, stacks, dtype, duration, timeleft
end
-- add libdebuff to pfUI API
pfUI.api.libdebuff = libdebuff