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https://github.com/brues-code/pfUI.git
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8268af915a
The shading bar sat on top of the power bar's own fill and shrank from the right as the window drained, which reads as part of the mana bar rather than a countdown over it -- the same problem nameplate castbars solve by living below the health bar instead of on it. Show Five Second Rule Style now picks between that: a real StatusBar below the power bar, backdrop and all, or the original translucent overlay for anyone who prefers it. The style is read once at module load like the other structural toggles here, not swapped live -- a /reload picks up a change. Height and color are only meaningful for the separate-bar style, so the GUI's Five Second Rule Height and the new appearance.castbar.fsrcolor picker apply to it alone; the overlay is unchanged from before. The sweep spark's own dim/solid signal (fsrEnd/fsrGain) is untouched by any of this -- it keeps dimming through an unconfirmed window regardless of which display, or none, is shown. Energy/Mana Ticks -- including both five-second-rule settings -- moves from Unit Frames > General to Unit Frames > Player, right after Powerbar: they are C.unitframes.player-only, so General was never the right tab, and Powerbar is the setting group they actually belong to.
299 lines
11 KiB
Lua
299 lines
11 KiB
Lua
-- One server clock drives every power: Player::RegenerateAll fires every
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-- REGEN_TIME_FULL (2s), re-arms with `+=`, and is never reset by casting. The
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-- five-second rule (SetLastManaUse on any mana-costing cast) changes what a tick
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-- pays, never when it lands; mp5 and the player's MOD_MANA_REGEN_INTERRUPT share
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-- still come in. That share can't be computed here -- item sources are equip
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-- auras absent from the buff list and m_modManaRegenInterrupt is never sent --
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-- so the spark shows it instead: dim through the window until a tick lands.
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--
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-- The sweep free-runs on that clock and phase-locks to observed gains. A gain
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-- mid-sweep (Illumination, Judgement of Wisdom, potions, a Mana Spring totem on
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-- its own phase) is not the tick and never moves it.
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local FIVE_SECOND_RULE = 5
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-- gains farther than this from the predicted boundary are not the tick
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local TICK_TOLERANCE = .25
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-- arrival jitter; a tick inside this band confirms the sweep rather than
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-- re-anchoring it, or the spark hitches at every wrap
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local TICK_JITTER = .08
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-- Player::RegenerateAll:
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-- mod = GetTotalAuraModifier(SPELL_AURA_MOD_ENERGY_REGEN_TIME)
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-- if mod > 0 then mod = mod * agility / 10 end
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-- m_regenTimer += max(1, REGEN_TIME_FULL - mod) -- milliseconds
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local REGEN_TIME_FULL = 2
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local ENERGY_REGEN_TIME_AURA = 217 -- SPELL_AURA_MOD_ENERGY_REGEN_TIME
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-- fixed magnitude is basePoints + baseDice (stored 11 -> 12); a die above 1 is
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-- a roll the client can't know, so it counts as nothing rather than a guess
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local amountCache = {}
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local function auraAmount(spellID)
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local amount = amountCache[spellID]
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if amount then return amount end
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amount = 0
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local effects = C_Spell.GetSpellEffectInfo(spellID) -- nil for an id with no record
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if effects then
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for i = 1, 3 do
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local fx = effects[i]
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if fx.auraName == ENERGY_REGEN_TIME_AURA and fx.dieSides <= 1 then
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amount = fx.basePoints + fx.baseDice
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break
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end
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end
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end
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amountCache[spellID] = amount
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return amount
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end
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-- A passive is in effect exactly while known (current rank only, never in the
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-- buff list); anything castable or cast on us counts only while it is up.
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local function getEnergyRegenTimeMod()
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local sum = 0
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for _, spellID in ipairs(C_SpellBook.GetPlayerSpellsByAura(ENERGY_REGEN_TIME_AURA)) do
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if C_Spell.IsSpellPassive(spellID) then
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sum = sum + auraAmount(spellID)
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end
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end
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for i = 1, 32 do
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local spellID = select(10, C_UnitAuras.UnitAura("player", i, "HELPFUL"))
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if not spellID then break end
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sum = sum + auraAmount(spellID)
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end
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return sum
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end
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-- cleared on SPELLS_CHANGED (passives) and PLAYER_AURAS_CHANGED (buffs), and
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-- recomputed by the next tick that asks. Agility stays live: it's one call.
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local energyRegenTimeMod
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local function getAdjustedTickTimer()
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if not energyRegenTimeMod then
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energyRegenTimeMod = getEnergyRegenTimeMod()
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end
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if energyRegenTimeMod == 0 then return REGEN_TIME_FULL end
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-- ms on the server, seconds here; the 1ms floor is the server's and this is a divisor
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local reduction = energyRegenTimeMod * UnitStat("player", 2) / 10000
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return math.max(0.001, REGEN_TIME_FULL - reduction)
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end
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pfUI:RegisterModule("energytick", function()
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if not pfUI.uf or not pfUI.uf.player then
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return
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end
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-- inside the module body on purpose: C is on pfUI.env, not _G
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local function getBarWidth()
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return C.unitframes.player.pwidth ~= "-1" and C.unitframes.player.pwidth or C.unitframes.player.width
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end
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local rawborder, default_border = GetBorderSize("unitframes")
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local cbtexture = pfUI.media[C.appearance.castbar.texture]
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-- style is read once: switching it in the GUI needs a /reload, same as the
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-- other structural (not cosmetic) toggles in this file
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local fsrOverlay = C.unitframes.player.fsrstyle == "1"
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-- was this gain the regen tick? if so, re-anchor the sweep on it
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local function lockTick(frame)
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local now, period = GetTime(), getAdjustedTickTimer()
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if frame.start then
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-- signed distance to the nearest predicted boundary
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local err = mod(now - frame.start, period)
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if err > period / 2 then err = err - period end
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if math.abs(err) <= TICK_TOLERANCE then
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-- correct only what lies beyond normal jitter
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if err > TICK_JITTER then
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frame.start = frame.start + (err - TICK_JITTER)
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elseif err < -TICK_JITTER then
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frame.start = frame.start + (err + TICK_JITTER)
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end
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frame.max, frame.rejected = period, nil
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return true
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end
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-- two rejected gains one period apart are the real clock: relock to it
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local periodic = frame.rejected and math.abs(now - frame.rejected - period) <= TICK_TOLERANCE
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if not periodic then
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frame.rejected = now
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return false
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end
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end
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frame.start, frame.max, frame.rejected = now, period, nil
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return true
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end
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local energytick = CreateFrame("Frame", nil, pfUI.uf.player.power.bar)
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energytick:SetAllPoints(pfUI.uf.player.power.bar)
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energytick:RegisterEvent("PLAYER_ENTERING_WORLD")
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energytick:RegisterUnitEvent("UNIT_DISPLAYPOWER", "player")
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energytick:RegisterUnitEvent("UNIT_ENERGY", "player")
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energytick:RegisterUnitEvent("UNIT_MANA", "player")
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energytick:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
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energytick:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_STOP", "player")
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energytick:RegisterEvent("SPELLS_CHANGED")
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energytick:RegisterEvent("PLAYER_AURAS_CHANGED")
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energytick:SetScript("OnEvent", function()
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if UnitPowerType("player") == Enum.PowerType.Mana and C.unitframes.player.manatick == "1" then
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this.mode = "MANA"
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this:Show()
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elseif UnitPowerType("player") == Enum.PowerType.Energy and C.unitframes.player.energy == "1" then
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this.mode = "ENERGY"
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this:Show()
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else
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this:Hide()
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end
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if event == "SPELLS_CHANGED" or event == "PLAYER_AURAS_CHANGED" then
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energyRegenTimeMod = nil
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return
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end
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if event == "PLAYER_ENTERING_WORLD" then
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this.lastPower = UnitPower("player")
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end
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-- the rule arms on the cast (Spell::TakePower: mana powerType, cost > 0),
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-- not on a mana drop -- Mana Burn lowers mana without arming it
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if event == "UNIT_SPELLCAST_SUCCEEDED" and arg1 == "player" then
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local cost = C_Spell.GetSpellPowerCost(arg3)
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cost = cost and cost[1]
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if cost and cost.type == Enum.PowerType.Mana and cost.cost > 0 then
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this.fsrSpell, this.fsrEnd = arg3, GetTime() + FIVE_SECOND_RULE
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this.fsrGain = nil
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end
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return
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end
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-- Unit::Update won't expire the rule while the spending spell still channels
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if event == "UNIT_SPELLCAST_CHANNEL_STOP" and arg1 == "player" then
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if this.fsrSpell and this.fsrSpell == arg3 then
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this.fsrEnd, this.fsrGain = GetTime() + FIVE_SECOND_RULE, nil
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end
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return
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end
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if (event == "UNIT_MANA" or event == "UNIT_ENERGY") and arg1 == "player" then
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local power = UnitPower("player")
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local diff = this.lastPower and (power - this.lastPower) or 0
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this.lastPower = power
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-- only a gain can be the tick; a spend never touches the phase
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if diff > 0 and lockTick(this) then
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-- a tick inside the window proves regen continues through it
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if this.fsrEnd and this.fsrEnd > GetTime() then
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this.fsrGain = true
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end
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end
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-- phase is kept while hidden; OnUpdate catches up by whole periods
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if this.mode == "MANA" and power >= UnitPowerMax("player") then
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this:Hide()
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end
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end
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end)
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energytick:SetScript("OnUpdate", function()
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-- Throttle for performance
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if (this.tick or 0) > GetTime() then
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return
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end
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this.tick = GetTime() + 0.020 -- ~50 FPS
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-- five-second rule drains to nothing. The display is cosmetic and can be
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-- hidden on its own; the window itself (fsrEnd/fsrGain) keeps running
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-- either way -- it still dims the sweep spark below.
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local remaining = this.fsrEnd and (this.fsrEnd - GetTime()) or 0
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if this.mode == "MANA" and remaining > 0 then
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if C.unitframes.player.showfsr == "1" then
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if fsrOverlay then
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this.fsrbar:SetWidth(getBarWidth() * remaining / FIVE_SECOND_RULE)
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else
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this.fsrbar:SetValue(remaining)
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end
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this.fsrbar:Show()
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else
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this.fsrbar:Hide()
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end
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else
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this.fsrSpell, this.fsrEnd, this.fsrGain = nil, nil, nil
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this.fsrbar:Hide()
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end
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if not this.start then
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this.spark:SetAlpha(0)
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return
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end
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if this.mode == "MANA" and UnitPower("player") >= UnitPowerMax("player") then
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this.spark:SetAlpha(0)
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return
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end
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this.current = GetTime() - this.start
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-- roll over by whole periods, not from now: restarting bakes frame
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-- overshoot into the phase as drift the lock then has to chase
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if this.current > this.max then
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this.start = this.start + this.max * math.floor(this.current / this.max)
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this.max = getAdjustedTickTimer()
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this.current = GetTime() - this.start
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end
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-- dim while the rule is up and nothing has ticked inside it yet
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this.spark:SetAlpha((remaining > 0 and not this.fsrGain) and .4 or 1)
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if not C.unitframes.player.pheight then
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return
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end
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local pos = getBarWidth() * (this.current / this.max)
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this.spark:SetPoint("LEFT", pos - ((C.unitframes.player.pheight + 5) / 2), 0)
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end)
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if fsrOverlay then
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-- classic style: a translucent shade on top of the power bar's own fill
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energytick.fsrbar = energytick:CreateTexture(nil, "ARTWORK")
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energytick.fsrbar:SetTexture(1, 1, 1, .15)
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energytick.fsrbar:SetPoint("TOPLEFT", 0, 0)
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energytick.fsrbar:SetPoint("BOTTOMLEFT", 0, 0)
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else
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-- a real bar below the power bar, not an overlay on top of it -- the same
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-- treatment nameplate castbars get relative to the health bar, so the
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-- window can't be mistaken for missing mana
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energytick.fsrbar = CreateFrame("StatusBar", nil, pfUI.uf.player)
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energytick.fsrbar:SetStatusBarTexture(cbtexture)
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energytick.fsrbar:SetMinMaxValues(0, FIVE_SECOND_RULE)
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energytick.fsrbar:SetPoint("TOPLEFT", pfUI.uf.player.power.bar, "BOTTOMLEFT", 0, -default_border * 2)
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energytick.fsrbar:SetPoint("TOPRIGHT", pfUI.uf.player.power.bar, "BOTTOMRIGHT", 0, -default_border * 2)
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energytick.fsrbar:SetHeight(tonumber(C.unitframes.player.fsrheight) or 4)
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energytick.fsrbar:SetStatusBarColor(GetStringColor(C.appearance.castbar.fsrcolor))
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CreateBackdrop(energytick.fsrbar, default_border)
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CreateBackdropShadow(energytick.fsrbar)
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end
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energytick.fsrbar:Hide()
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energytick.spark = energytick:CreateTexture(nil, "OVERLAY")
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energytick.spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
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energytick.spark:SetHeight(C.unitframes.player.pheight + 15)
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energytick.spark:SetWidth(C.unitframes.player.pheight + 5)
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energytick.spark:SetBlendMode("ADD")
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local hookUpdateConfig = pfUI.uf.player.UpdateConfig
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function pfUI.uf.player.UpdateConfig()
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energytick.spark:SetHeight(C.unitframes.player.pheight + 15)
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energytick.spark:SetWidth(C.unitframes.player.pheight + 5)
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if not fsrOverlay then
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energytick.fsrbar:SetHeight(tonumber(C.unitframes.player.fsrheight) or 4)
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energytick.fsrbar:SetStatusBarColor(GetStringColor(C.appearance.castbar.fsrcolor))
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end
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hookUpdateConfig(pfUI.uf.player)
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end
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end)
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