Files
pfUI/modules/swingtimer.lua
T
Brues cbc531531c swingtimer: drive the timers from ClassicAPI's PLAYER_SWING
Replaces the Lua reconstruction of the swing clock (AUTO_ATTACK_SELF with
an extra-attack guess, parry-haste maths, Slam freeze, DBC-based reset
checks on every SPELL_GO including triggered spells). PLAYER_SWING tracks
the server's clock from packets, so triggered casts, extra attacks, parry
haste, weapon swaps and the ranged wind-up all match the server.

Refs #58
2026-09-25 10:56:01 -05:00

841 lines
36 KiB
Lua

pfUI:RegisterModule("swingtimer", function ()
local rawborder, border = GetBorderSize()
-- SPELL_QUEUE_EVENT codes (EVENTS.md)
local ON_SWING_QUEUED = 0
local ON_SWING_QUEUE_POPPED = 1
-- Consolidate state into a table to avoid Lua 5.0 upvalue limit (32 max)
local S = {
mhTimer = 0, mhTimerMax = 1,
ohTimer = 0, ohTimerMax = 1,
raTimer = 0, raTimerMax = 1,
mhSpeed = 0, ohSpeed = 0, raSpeed = 0,
mhActive = false, ohActive = false, raActive = false,
lastMhMarkerX = -1, lastOhMarkerX = -1, lastRaMarkerX = -1,
autoAttackActive = false,
inCombat = false,
hsQueued = false, cleaveQueued = false, maulQueued = false,
hsSeenCurrent = false, cleaveSeenCurrent = false, maulSeenCurrent = false,
isWarrior = false,
isDruid = false,
cachedHSSlots = {}, cachedCleaveSlots = {}, cachedMaulSlots = {},
useSpellQueueEvent = false,
swingThrottle = 0,
onSwingCache = {},
}
-- On-next-swing spells replace the next auto-attack swing.
-- Covers Raptor Strike, Maul, Mongoose Bite, Holy Strike, etc. automatically.
local function IsOnSwingSpell(spellId)
if S.onSwingCache[spellId] ~= nil then return S.onSwingCache[spellId] end
local result = C_Spell.IsNextMeleeSpell(spellId)
S.onSwingCache[spellId] = result
return result
end
-- HS / Cleave / Maul are detected dynamically via IsOnSwingSpell (the
-- SPELL_ATTR_ON_NEXT_SWING bit) + name comparison against the rank-1
-- canonical names cached below — no per-rank ID maintenance.
-- 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 = UnitClassBase("player") == "HUNTER"
local mhDefaultR, mhDefaultG, mhDefaultB = mhR, mhG, mhB
-- 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("BOTTOM", UIParent, "CENTER", -189, 103)
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)
pfUI.swingtimer.mainhand.marker = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.marker:SetTexture(1, 1, 1, 1.0)
pfUI.swingtimer.mainhand.marker:SetWidth(2)
pfUI.swingtimer.mainhand.marker:SetHeight(sw_height)
pfUI.swingtimer.mainhand.marker:Hide()
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.mainhand.markerGlowL = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.markerGlowL:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.mainhand.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.mainhand.markerGlowL:SetWidth(10)
pfUI.swingtimer.mainhand.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.mainhand.markerGlowL:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.mainhand.markerGlowR = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.markerGlowR:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.mainhand.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.mainhand.markerGlowR:SetWidth(10)
pfUI.swingtimer.mainhand.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.mainhand.markerGlowR:Hide()
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 "")
pfUI.swingtimer.offhand.speed = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.speed:SetPoint("LEFT", pfUI.swingtimer.offhand, "RIGHT", 4, 0)
pfUI.swingtimer.offhand.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.offhand.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.offhand.speed:Hide() end
CreateBackdrop(pfUI.swingtimer.offhand)
pfUI.swingtimer.offhand.marker = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.marker:SetTexture(1, 1, 1, 1.0)
pfUI.swingtimer.offhand.marker:SetWidth(2)
pfUI.swingtimer.offhand.marker:SetHeight(sw_height)
pfUI.swingtimer.offhand.marker:Hide()
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.offhand.markerGlowL = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.markerGlowL:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.offhand.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.offhand.markerGlowL:SetWidth(10)
pfUI.swingtimer.offhand.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.offhand.markerGlowL:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.offhand.markerGlowR = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.markerGlowR:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.offhand.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.offhand.markerGlowR:SetWidth(10)
pfUI.swingtimer.offhand.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.offhand.markerGlowR:Hide()
CreateBackdropShadow(pfUI.swingtimer.offhand)
-- Ranged bar
pfUI.swingtimer.ranged = CreateFrame("Frame", "pfSwingTimerRanged", UIParent)
pfUI.swingtimer.ranged:SetPoint("BOTTOM", UIParent, "CENTER", -189, 83)
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 "")
pfUI.swingtimer.ranged.speed = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.speed:SetPoint("LEFT", pfUI.swingtimer.ranged, "RIGHT", 4, 0)
pfUI.swingtimer.ranged.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.ranged.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.ranged.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.ranged.speed:Hide() end
CreateBackdrop(pfUI.swingtimer.ranged)
pfUI.swingtimer.ranged.marker = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.marker:SetTexture(1, 1, 1, 1.0)
pfUI.swingtimer.ranged.marker:SetWidth(2)
pfUI.swingtimer.ranged.marker:SetHeight(sw_height)
pfUI.swingtimer.ranged.marker:Hide()
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.ranged.markerGlowL = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.markerGlowL:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.ranged.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.ranged.markerGlowL:SetWidth(10)
pfUI.swingtimer.ranged.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.ranged.markerGlowL:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.ranged.markerGlowR = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.markerGlowR:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.ranged.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.ranged.markerGlowR:SetWidth(10)
pfUI.swingtimer.ranged.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.ranged.markerGlowR:Hide()
CreateBackdropShadow(pfUI.swingtimer.ranged)
UpdateMovable(pfUI.swingtimer.mainhand)
UpdateMovable(pfUI.swingtimer.ranged)
-- OH weapon detection
-- OH weapon detection: slot 17 (off hand) accepts one-hand (13) and off-hand
-- weapons (22); main-hand-only (21) can never sit there.
local OH_WEAPON_TYPES = { [13]=true, [22]=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
return OH_WEAPON_TYPES[C_Item.GetItemInventoryTypeByID(id)] == true
end
local function UpdateWeaponSpeeds()
local ms, os = UnitAttackSpeed("player")
S.mhSpeed = (ms and ms > 0) and ms or S.mhSpeed
S.ohSpeed = (HasOffhandWeapon() and os and os > 0) and os or 0
local rs = UnitRangedDamage("player")
S.raSpeed = (rs and rs > 0) and rs or 0
end
-- Start* restart a countdown from a PLAYER_SWING reset. `remaining` can be
-- shorter than the weapon speed (parry haste, ranged wind-up), so the bar
-- length stays the full swing and the fill starts part-way along.
local function StartMH(remaining)
UpdateWeaponSpeeds()
pfUI.swingtimer.mhGraceAt = nil -- cancel any pending hide
S.mhTimerMax = math.max(S.mhSpeed, remaining)
S.mhTimer = remaining
S.mhActive = true
pfUI.swingtimer.mainhand:Show()
pfUI.swingtimer:Show()
end
local function StartOH(remaining)
UpdateWeaponSpeeds()
-- The off-hand attack time stays set with a shield equipped
if S.ohSpeed <= 0 then return end
pfUI.swingtimer.ohGraceAt = nil -- cancel any pending hide
S.ohTimerMax = math.max(S.ohSpeed, remaining)
S.ohTimer = remaining
S.ohActive = true
if sw_showoh then pfUI.swingtimer.offhand:Show() end
pfUI.swingtimer:Show()
end
local function StartRanged(remaining)
if not sw_showranged then return end
UpdateWeaponSpeeds()
if S.raSpeed <= 0 then return end
S.raTimerMax = math.max(S.raSpeed, remaining)
S.raTimer = remaining
S.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()
S.mhActive = false
S.ohActive = false
S.raActive = false
S.mhTimer = 0
S.ohTimer = 0
S.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/Maul helpers. Canonical rank-1 spellIDs resolve to the
-- localized spell name once, so per-spell classification is rank- and
-- locale-independent without per-rank ID hardcoding (every rank of
-- Heroic Strike etc. returns the same name).
local HS_NAME = C_Spell.GetSpellName(78) -- Heroic Strike (Rank 1)
local CLEAVE_NAME = C_Spell.GetSpellName(845) -- Cleave (Rank 1)
local MAUL_NAME = C_Spell.GetSpellName(6807) -- Maul (Rank 1)
-- Classify an on-next-swing spell as "hs" / "cleave" / "maul" / nil.
-- IsOnSwingSpell gates the family (ATTR_ON_NEXT_SWING bit 0x04) so
-- unrelated spells return nil cheaply.
local function ClassifyOnSwingSpell(spellId)
if not IsOnSwingSpell(spellId) then return nil end
local name = C_Spell.GetSpellName(spellId)
if name == HS_NAME then return "hs"
elseif name == CLEAVE_NAME then return "cleave"
elseif name == MAUL_NAME then return "maul"
end
end
-- Set the queue flags from a ClassifyOnSwingSpell result. nil = no-op
-- (preserves prior flag state when the queued spell isn't one we
-- color-code, matching the legacy table-lookup behavior).
local function SetQueuedKind(kind)
if not kind then return end
S.hsQueued = (kind == "hs")
S.cleaveQueued = (kind == "cleave")
S.maulQueued = (kind == "maul")
S.hsSeenCurrent, S.cleaveSeenCurrent, S.maulSeenCurrent = false, false, false
end
local function RebuildQueueSlotCache()
if not sw_hsqueue then return end
S.cachedHSSlots = {}
S.cachedCleaveSlots = {}
S.cachedMaulSlots = {}
if not (S.isWarrior or S.isDruid) then return end
for slot = 1, 120 do
local kind, id = GetActionInfo(slot)
local name
if kind == "spell" then
name = C_Spell.GetSpellName(id)
elseif kind == "macro" then
name = GetMacroSpell(id)
end
if name == HS_NAME then
table.insert(S.cachedHSSlots, slot)
elseif name == CLEAVE_NAME then
table.insert(S.cachedCleaveSlots, slot)
elseif name == MAUL_NAME then
table.insert(S.cachedMaulSlots, slot)
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
-- Reconcile a stale event-driven queue flag against the client's current
-- action. Not every de-queue emits a SPELL_QUEUE pop — pressing Esc or
-- re-pressing to cancel an on-swing spell doesn't — so the flag alone stays
-- set. IsCurrentAction, which the client clears on cancel, is the reconciling
-- signal, but only after it has confirmed the ability as current at least once
-- (`seen`): a nampower-initiated cast may never flip IsCurrentAction, and must
-- keep its color until its own pop/resolve rather than be cleared early.
-- Returns the updated (queued, seen).
local function ReconcileQueued(queued, slots, seen)
if not queued then return false, false end
if CheckQueuedAction(slots) then return true, true end
if seen then return false, false end -- was current, now gone -> cancelled
return true, false -- never confirmed current -> keep
end
local function IsHSOrCleaveQueued()
if not sw_hsqueue or not S.isWarrior then return false, false end
if S.useSpellQueueEvent then
S.hsQueued, S.hsSeenCurrent =
ReconcileQueued(S.hsQueued, S.cachedHSSlots, S.hsSeenCurrent)
S.cleaveQueued, S.cleaveSeenCurrent =
ReconcileQueued(S.cleaveQueued, S.cachedCleaveSlots, S.cleaveSeenCurrent)
return S.hsQueued, S.cleaveQueued
end
return CheckQueuedAction(S.cachedHSSlots), CheckQueuedAction(S.cachedCleaveSlots)
end
-- OnUpdate: countdown all timers with delta, then render
pfUI.swingtimer:SetScript("OnUpdate", function()
S.swingThrottle = S.swingThrottle + arg1
local swingDelay = pfUI.throttle and pfUI.throttle:Get("swingtimer") or 0.02
if S.swingThrottle < swingDelay then return end
local delta = S.swingThrottle
S.swingThrottle = 0
-- (out-of-combat hide handled naturally when timers expire)
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 PLAYER_SWING arrives.
-- If PLAYER_SWING 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 S.mhActive then
S.mhTimer = S.mhTimer - delta
if S.mhTimer <= 0 then
S.mhTimer = 0
if not pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = nil
if not S.inCombat or not S.autoAttackActive then
S.mhActive = false
pfUI.swingtimer.mainhand:Hide()
S.lastMhMarkerX = -1
pfUI.swingtimer.mainhand.marker:Hide()
pfUI.swingtimer.mainhand.markerGlowL:Hide()
pfUI.swingtimer.mainhand.markerGlowR:Hide()
end
end
end
end
if S.ohActive then
S.ohTimer = S.ohTimer - delta
if S.ohTimer <= 0 then
S.ohTimer = 0
if not pfUI.swingtimer.ohGraceAt then
pfUI.swingtimer.ohGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.ohGraceAt then
pfUI.swingtimer.ohGraceAt = nil
if not S.inCombat or not S.autoAttackActive then
S.ohActive = false
pfUI.swingtimer.offhand:Hide()
S.lastOhMarkerX = -1
pfUI.swingtimer.offhand.marker:Hide()
pfUI.swingtimer.offhand.markerGlowL:Hide()
pfUI.swingtimer.offhand.markerGlowR:Hide()
end
end
end
end
if S.raActive then
S.raTimer = S.raTimer - delta
if S.raTimer <= 0 then
S.raTimer = 0
S.raActive = false
pfUI.swingtimer.ranged:Hide()
end
end
-- HS/Cleave color
local curR, curG, curB = mhDefaultR, mhDefaultG, mhDefaultB
if sw_hsqueue then
if S.isDruid and S.useSpellQueueEvent then
S.maulQueued, S.maulSeenCurrent =
ReconcileQueued(S.maulQueued, S.cachedMaulSlots, S.maulSeenCurrent)
end
if S.maulQueued and S.isDruid then
curR, curG, curB = 1.0, 0.55, 0.0 -- orange for druid maul queue
elseif S.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
end
-- Render MH
if S.mhActive then
local progress = 1 - (S.mhTimer / S.mhTimerMax)
pfUI.swingtimer.mainhand:SetValue(progress)
if S.mhTimer <= 0 then
-- Timer expired: hide marker (no gap at right edge)
if S.lastMhMarkerX ~= -1 then
S.lastMhMarkerX = -1
pfUI.swingtimer.mainhand.marker:Hide()
pfUI.swingtimer.mainhand.markerGlowL:Hide()
pfUI.swingtimer.mainhand.markerGlowR:Hide()
end
else
local mhMarkerX = progress * sw_width
if mhMarkerX < 1 then mhMarkerX = 1 end
if mhMarkerX > sw_width - 2 then mhMarkerX = sw_width - 2 end
if mhMarkerX ~= S.lastMhMarkerX then
S.lastMhMarkerX = mhMarkerX
pfUI.swingtimer.mainhand.marker:SetPoint("LEFT", pfUI.swingtimer.mainhand, "LEFT", mhMarkerX - 1, 0)
pfUI.swingtimer.mainhand.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.mainhand.marker, "LEFT", 0, 0)
pfUI.swingtimer.mainhand.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.mainhand.marker, "RIGHT", 0, 0)
pfUI.swingtimer.mainhand.marker:Show()
pfUI.swingtimer.mainhand.markerGlowL:Show()
pfUI.swingtimer.mainhand.markerGlowR:Show()
end
end
pfUI.swingtimer.mainhand:SetStatusBarColor(curR, curG, curB, mhA)
if sw_showtext then
pfUI.swingtimer.mainhand.text:SetFormattedText("%.1f", math.floor(S.mhTimer * 10) / 10)
end
if sw_showspeed and S.mhSpeed > 0 then
pfUI.swingtimer.mainhand.speed:SetFormattedText("%.2f", S.mhSpeed)
end
anyActive = true
end
-- Render OH
if sw_showoh and S.ohActive then
local progress = 1 - (S.ohTimer / S.ohTimerMax)
pfUI.swingtimer.offhand:SetValue(progress)
if S.ohTimer <= 0 then
if S.lastOhMarkerX ~= -1 then
S.lastOhMarkerX = -1
pfUI.swingtimer.offhand.marker:Hide()
pfUI.swingtimer.offhand.markerGlowL:Hide()
pfUI.swingtimer.offhand.markerGlowR:Hide()
end
else
local ohMarkerX = progress * sw_width
if ohMarkerX < 1 then ohMarkerX = 1 end
if ohMarkerX > sw_width - 2 then ohMarkerX = sw_width - 2 end
if ohMarkerX ~= S.lastOhMarkerX then
S.lastOhMarkerX = ohMarkerX
pfUI.swingtimer.offhand.marker:SetPoint("LEFT", pfUI.swingtimer.offhand, "LEFT", ohMarkerX - 1, 0)
pfUI.swingtimer.offhand.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.offhand.marker, "LEFT", 0, 0)
pfUI.swingtimer.offhand.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.offhand.marker, "RIGHT", 0, 0)
pfUI.swingtimer.offhand.marker:Show()
pfUI.swingtimer.offhand.markerGlowL:Show()
pfUI.swingtimer.offhand.markerGlowR:Show()
end
end
if sw_showtext then
pfUI.swingtimer.offhand.text:SetFormattedText("%.1f", math.floor(S.ohTimer * 10) / 10)
end
if sw_showspeed and S.ohSpeed > 0 then
pfUI.swingtimer.offhand.speed:SetFormattedText("%.2f", S.ohSpeed)
end
anyActive = true
elseif not sw_showoh then
pfUI.swingtimer.offhand:Hide()
end
-- Render Ranged
if sw_showranged and S.raActive then
local remaining = S.raTimer
if isHunter then
local DEADZONE = 0.5
local halfW = sw_width / 2
if remaining > DEADZONE then
local elapsed = S.raTimerMax - remaining
local phase1dur = S.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:SetFormattedText("%.1f", math.floor(remaining * 10) / 10)
else
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor((remaining - 0.5) * 10) / 10)
end
end
else
local progress = 1 - (remaining / S.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:SetFormattedText("%.1f", math.floor(remaining * 10) / 10)
end
end
if sw_showspeed and S.raSpeed > 0 then
pfUI.swingtimer.ranged.speed:SetFormattedText("%.2f", S.raSpeed)
end
local raProgress = 1 - (S.raTimer / S.raTimerMax)
local raMarkerX = raProgress * sw_width
if raMarkerX < 1 then raMarkerX = 1 end
if raMarkerX > sw_width - 2 then raMarkerX = sw_width - 2 end
if raMarkerX ~= S.lastRaMarkerX then
S.lastRaMarkerX = raMarkerX
if not isHunter then
pfUI.swingtimer.ranged.marker:SetPoint("LEFT", pfUI.swingtimer.ranged, "LEFT", raMarkerX - 1, 0)
pfUI.swingtimer.ranged.marker:Show()
pfUI.swingtimer.ranged.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.ranged.marker, "LEFT", 0, 0)
pfUI.swingtimer.ranged.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.ranged.marker, "RIGHT", 0, 0)
pfUI.swingtimer.ranged.markerGlowL:Show()
pfUI.swingtimer.ranged.markerGlowR:Show()
else
pfUI.swingtimer.ranged.marker:Hide()
pfUI.swingtimer.ranged.markerGlowL:Hide()
pfUI.swingtimer.ranged.markerGlowR:Hide()
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_GO hook via libdebuff: an on-next-swing ability (HS / Cleave /
-- Maul) resolving consumes the queue, so drop the queued color.
pfUI.libdebuff_spell_go_hooks = pfUI.libdebuff_spell_go_hooks or {}
pfUI.libdebuff_spell_go_hooks["swingtimer"] = function(spellId)
if IsOnSwingSpell(spellId) then
S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
end
end
-- SPELL_CAST_EVENT hook: HS/Cleave/Maul queue tracking
pfUI.libdebuff_spell_cast_hooks = pfUI.libdebuff_spell_cast_hooks or {}
pfUI.libdebuff_spell_cast_hooks["swingtimer"] = function(success, spellId)
local kind = ClassifyOnSwingSpell(spellId)
if not kind then return end
S.useSpellQueueEvent = true
SetQueuedKind(kind)
end
local events = CreateFrame("Frame")
events:RegisterEvent("PLAYER_SWING")
events:RegisterEvent("PLAYER_ENTERING_WORLD")
events:RegisterEvent("PLAYER_EQUIPMENT_CHANGED") -- ClassicAPI: per-slot, equipment-only
events:RegisterEvent("PLAYER_REGEN_DISABLED")
events:RegisterEvent("PLAYER_REGEN_ENABLED")
events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
events:RegisterUnitEvent("UNIT_DIED", UnitGUID("player"))
events:RegisterEvent("SPELL_QUEUE_EVENT")
events:RegisterEvent("START_AUTOATTACK")
events:RegisterEvent("STOP_AUTOATTACK")
events:SetScript("OnEvent", function()
if event == "PLAYER_SWING" then
-- ClassicAPI tracks the server's swing clock (white hits, on-next-swing
-- abilities, swing-reset casts, parry haste, extra attacks, weapon
-- swaps) and hands over the seconds left until the next swing.
if arg2 == Enum.PlayerSwingType.MainHand then
StartMH(arg1)
elseif arg2 == Enum.PlayerSwingType.OffHand then
StartOH(arg1)
elseif arg2 == Enum.PlayerSwingType.Ranged then
StartRanged(arg1)
end
elseif event == "SPELL_QUEUE_EVENT" then
local eventCode = arg1 or -1
local spellId = arg2 or 0
if eventCode == ON_SWING_QUEUED then
S.useSpellQueueEvent = true
SetQueuedKind(ClassifyOnSwingSpell(spellId))
elseif eventCode == ON_SWING_QUEUE_POPPED then
S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
end
elseif event == "START_AUTOATTACK" then
S.autoAttackActive = true
elseif event == "STOP_AUTOATTACK" then
S.autoAttackActive = false
elseif event == "PLAYER_ENTERING_WORLD" then
local class = UnitClassBase("player")
S.isWarrior = (class == "WARRIOR")
S.isDruid = (class == "DRUID")
UpdateWeaponSpeeds()
RebuildQueueSlotCache()
elseif event == "PLAYER_EQUIPMENT_CHANGED" then
-- arg1 = changed slot; only weapon slots (main/off/ranged) affect swing speed
if not INVSLOTS_EQUIPABLE_IN_COMBAT[arg1] then return end
UpdateWeaponSpeeds()
if S.ohSpeed == 0 then
S.ohActive = false
pfUI.swingtimer.offhand:Hide()
end
if S.raSpeed == 0 then
S.raActive = false
pfUI.swingtimer.ranged:Hide()
end
elseif event == "ACTIONBAR_SLOT_CHANGED" then
RebuildQueueSlotCache()
elseif event == "PLAYER_REGEN_DISABLED" then
S.inCombat = true
UpdateWeaponSpeeds()
elseif event == "PLAYER_REGEN_ENABLED" then
S.inCombat = false
S.hsQueued = false
S.cleaveQueued = false
S.maulQueued = false
elseif event == "UNIT_DIED" then
if IsPlayerGuid(arg1) then
ResetAll()
end
end
end)
-- -------------------------------------------------------------------------
-- Public API for external addons (e.g. SCRM)
-- Only available when the swingtimer module is loaded.
-- Usage:
-- if pfUI and pfUI.swingtimer and pfUI.swingtimer.api then
-- local api = pfUI.swingtimer.api
-- local mhTimer = api.GetMHTimer()
-- end
-- -------------------------------------------------------------------------
pfUI.swingtimer.api = {
-- Remaining time in seconds until next swing
GetMHTimer = function() return S.mhTimer end,
GetOHTimer = function() return S.ohTimer end,
GetRangedTimer = function() return S.raTimer end,
-- Weapon speed (full swing duration in seconds)
GetMHSpeed = function() return S.mhSpeed end,
GetOHSpeed = function() return S.ohSpeed end,
GetRangedSpeed = function() return S.raSpeed end,
-- Whether each timer is currently running
IsMHActive = function() return S.mhActive end,
IsOHActive = function() return S.ohActive end,
IsRangedActive = function() return S.raActive end,
-- Swing progress 0.0 (just reset) to 1.0 (about to swing)
GetMHProgress = function()
return S.mhActive and S.mhTimerMax > 0 and (1 - S.mhTimer / S.mhTimerMax) or 0
end,
GetOHProgress = function()
return S.ohActive and S.ohTimerMax > 0 and (1 - S.ohTimer / S.ohTimerMax) or 0
end,
GetRangedProgress = function()
return S.raActive and S.raTimerMax > 0 and (1 - S.raTimer / S.raTimerMax) or 0
end,
-- Warrior HS/Cleave queue state
IsHSQueued = function() return S.hsQueued end,
IsCleaveQueued = function() return S.cleaveQueued end,
IsMaulQueued = function() return S.maulQueued end,
}
UpdateWeaponSpeeds()
end)