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pfUI/modules/swingtimer.lua
T
Meow a2cdaeb73c reverting last commit since it caused conflicts.
reverting last commit since it caused conflicts.
2026-02-19 07:31:39 +01:00

226 lines
8.1 KiB
Lua

pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
local rawborder, border = GetBorderSize()
-- Enable Nampower auto attack events
if GetCVar and SetCVar then
local success, value = pcall(GetCVar, "NP_EnableAutoAttackEvents")
if success and value == "0" then
pcall(SetCVar, "NP_EnableAutoAttackEvents", "1")
end
end
-- HitInfo flags (from Nampower EVENTS.md)
local HITINFO_LEFTSWING = 4 -- 0x4: Off-hand attack
-- Swing state
local swingState = {
mainhand = { speed = 0, nextSwing = 0, swinging = false },
offhand = { speed = 0, nextSwing = 0, swinging = false }
}
-- Create container frame
pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent)
pfUI.swingtimer:SetFrameStrata("MEDIUM")
pfUI.swingtimer:Hide()
local sw_width = tonumber(C.unitframes.swingtimerwidth) or 200
local sw_height = tonumber(C.unitframes.swingtimerheight) or 12
-- 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(pfUI.media["img:bar"])
pfUI.swingtimer.mainhand:SetStatusBarColor(0.8, 0.3, 0.3, 1)
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, C.global.font_size, "OUTLINE")
pfUI.swingtimer.mainhand.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.mainhand.text:SetText("")
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, C.global.font_size, "OUTLINE")
pfUI.swingtimer.mainhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.mainhand.label:SetText("MH")
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(pfUI.media["img:bar"])
pfUI.swingtimer.offhand:SetStatusBarColor(0.3, 0.8, 0.3, 1)
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, C.global.font_size, "OUTLINE")
pfUI.swingtimer.offhand.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.offhand.text:SetText("")
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, C.global.font_size, "OUTLINE")
pfUI.swingtimer.offhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.offhand.label:SetText("OH")
CreateBackdrop(pfUI.swingtimer.offhand)
CreateBackdropShadow(pfUI.swingtimer.offhand)
UpdateMovable(pfUI.swingtimer.mainhand)
-- inventoryType numbers from ItemStats DBC:
-- 17 = INVTYPE_WEAPON (one-hand, can go in either hand)
-- 21 = INVTYPE_WEAPONOFFHAND
local OH_SWINGABLE = { [17] = true, [21] = true }
local function HasOffhandWeapon()
if GetEquippedItem then
local item = GetEquippedItem("player", 17)
if not item or not item.itemId or item.itemId == 0 then return false end
local invType = GetItemStatsField and GetItemStatsField(item.itemId, "inventoryType")
if invType then
return OH_SWINGABLE[invType] == true
end
end
-- Fallback: vanilla API
local link = GetInventoryItemLink("player", 17)
if not link then return false end
local _, _, _, _, _, _, _, _, invTypeStr = GetItemInfo(link)
return invTypeStr == "INVTYPE_WEAPON" or invTypeStr == "INVTYPE_WEAPONOFFHAND"
end
local function UpdateWeaponSpeeds()
if not GetUnitField then return end
local mhSpeed = GetUnitField("player", "baseAttackTime")
if mhSpeed and mhSpeed > 0 then
swingState.mainhand.speed = mhSpeed / 1000
end
if HasOffhandWeapon() then
local ohSpeed = GetUnitField("player", "offhandAttackTime")
if ohSpeed and ohSpeed > 0 then
swingState.offhand.speed = ohSpeed / 1000
else
swingState.offhand.speed = 0
end
else
swingState.offhand.speed = 0
end
end
local function StartSwing(isOffhand)
local now = GetTime()
UpdateWeaponSpeeds()
if isOffhand and swingState.offhand.speed > 0 then
swingState.offhand.nextSwing = now + swingState.offhand.speed
swingState.offhand.swinging = true
pfUI.swingtimer.offhand:Show()
else
swingState.mainhand.nextSwing = now + swingState.mainhand.speed
swingState.mainhand.swinging = true
pfUI.swingtimer.mainhand:Show()
end
pfUI.swingtimer:Show()
end
pfUI.swingtimer:SetScript("OnUpdate", function()
local now = GetTime()
local anyActive = false
if swingState.mainhand.swinging then
local remaining = swingState.mainhand.nextSwing - now
if remaining <= 0 then
swingState.mainhand.swinging = false
pfUI.swingtimer.mainhand:Hide()
else
local progress = 1 - (remaining / swingState.mainhand.speed)
pfUI.swingtimer.mainhand:SetValue(progress)
pfUI.swingtimer.mainhand.text:SetText(string.format("%.1f", remaining))
anyActive = true
end
end
if swingState.offhand.swinging then
local remaining = swingState.offhand.nextSwing - now
if remaining <= 0 then
swingState.offhand.swinging = false
pfUI.swingtimer.offhand:Hide()
else
local progress = 1 - (remaining / swingState.offhand.speed)
pfUI.swingtimer.offhand:SetValue(progress)
pfUI.swingtimer.offhand.text:SetText(string.format("%.1f", remaining))
anyActive = true
end
end
if not anyActive then
this:Hide()
end
end)
local events = CreateFrame("Frame")
events:RegisterEvent("AUTO_ATTACK_SELF")
events:RegisterEvent("PLAYER_ENTERING_WORLD")
events:RegisterEvent("UNIT_INVENTORY_CHANGED")
events:RegisterEvent("PLAYER_REGEN_DISABLED")
events:RegisterEvent("PLAYER_REGEN_ENABLED")
events:RegisterEvent("PLAYER_TARGET_CHANGED")
local function ResetSwingTimers()
swingState.mainhand.swinging = false
swingState.offhand.swinging = false
pfUI.swingtimer.mainhand:Hide()
pfUI.swingtimer.offhand:Hide()
pfUI.swingtimer:Hide()
end
events:SetScript("OnEvent", function()
if event == "AUTO_ATTACK_SELF" then
local hitInfo = arg4 or 0
if bit.band(hitInfo, 65536) ~= 0 then return end
local isOffhand = bit.band(hitInfo, HITINFO_LEFTSWING) ~= 0
StartSwing(isOffhand)
elseif event == "PLAYER_ENTERING_WORLD" then
UpdateWeaponSpeeds()
elseif event == "UNIT_INVENTORY_CHANGED" then
if arg1 and arg1 ~= "player" then return end
UpdateWeaponSpeeds()
if swingState.offhand.speed == 0 then
swingState.offhand.swinging = false
pfUI.swingtimer.offhand:Hide()
end
elseif event == "PLAYER_REGEN_DISABLED" then
UpdateWeaponSpeeds()
elseif event == "PLAYER_REGEN_ENABLED" then
ResetSwingTimers()
elseif event == "PLAYER_TARGET_CHANGED" then
if not UnitExists("target") or UnitIsDead("target") then
ResetSwingTimers()
end
end
end)
UpdateWeaponSpeeds()
end)