mirror of
https://github.com/brues-code/pfUI.git
synced 2026-10-31 07:56:57 +00:00
pfUI.events was a bare CallbackRegistry for pfUI's custom events. Build it from ClassicAPI's EventRegistry instead, so the same object also takes game events through RegisterFrameEventAndCallback, sharing one frame for all of them. Move the frames that existed only to listen for a few events onto it: libspell, focus, pixelperfect, innervatecall, loothistory, unusable, equipmentmanager (bank + window refresh), the actionbar grid, updatenotify, turtle-wow's steady shot, nampower's spell queue, superwow's group tracking and unitxp's notifications, plus newitem and mapreveal, which used the global EventRegistry. Handlers take their payload as arguments instead of the event/arg globals, and the per-frame PLAYER_LOGOUT teardown goes away, since the registry unregisters its frame on logout.
369 lines
13 KiB
Lua
369 lines
13 KiB
Lua
-- UnitXP_SP3 integration module
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-- Provides Line of Sight indicator, OS notifications, and enhanced targeting
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-- Requires UnitXP_SP3 DLL: https://github.com/allfoxwy/UnitXP_SP3
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pfUI:RegisterModule("unitxp", function ()
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-- Check if UnitXP is available
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local hasUnitXP = pcall(UnitXP, "nop", "nop")
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if not hasUnitXP then return end
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local rawborder, border = GetBorderSize()
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-- Helper to create indicators after target frame exists
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local function CreateTargetIndicators()
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if not pfUI.uf or not pfUI.uf.target then return false end
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local h = pfUI.uf.target:GetHeight() or 30
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local slot = h / 3 -- divide frame into thirds
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local fontSize = tonumber(C.unitframes.unitxp_font_size) or (C.global.font_size + 2)
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local suffix = (C.unitframes.hide_distance_yd == "1") and "" or " yd"
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-- Behind Indicator for all units (MIDDLE)
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if C.unitframes.behind_indicator == "1" and not pfUI.uf.target.behindIndicator then
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local behindFrame = CreateFrame("Frame", "pfBehindIndicator", pfUI.uf.target)
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behindFrame:SetAllPoints(pfUI.uf.target)
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behindFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
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behindFrame.text = behindFrame:CreateFontString(nil, "OVERLAY")
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behindFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
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behindFrame.text:SetPoint("RIGHT", behindFrame, "RIGHT", -1, 0)
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behindFrame.text:SetTextColor(0.3, 1, 0.3, 1)
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behindFrame.text:SetText(T["BEHIND"])
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behindFrame.text:Hide()
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local lastCheck = 0
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behindFrame:SetScript("OnUpdate", function()
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if GetTime() - lastCheck < 0.1 then return end
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lastCheck = GetTime()
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if not UnitExists("target") then
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this.text:Hide()
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return
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end
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local success, behind = pcall(UnitXP, "behind", "player", "target")
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if success and behind then
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this.text:Show()
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else
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this.text:Hide()
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end
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end)
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pfUI.uf.target.behindIndicator = behindFrame
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end
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-- Line of Sight Indicator on Target Frame (BELOW BEHIND)
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if C.unitframes.los_indicator == "1" and not pfUI.uf.target.losIndicator then
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local losFrame = CreateFrame("Frame", "pfLoSIndicator", pfUI.uf.target)
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losFrame:SetAllPoints(pfUI.uf.target)
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losFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
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losFrame.text = losFrame:CreateFontString(nil, "OVERLAY")
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losFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
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losFrame.text:SetPoint("RIGHT", losFrame, "RIGHT", -1, -slot)
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losFrame.text:SetTextColor(1, 0.3, 0.3, 1)
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losFrame.text:SetText(T["NO LOS"])
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losFrame.text:Hide()
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local lastCheck = 0
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losFrame:SetScript("OnUpdate", function()
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if GetTime() - lastCheck < 0.2 then return end
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lastCheck = GetTime()
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if not UnitExists("target") then
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this.text:Hide()
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return
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end
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local success, inSight = pcall(UnitXP, "inSight", "player", "target")
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if success and inSight == false then
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this.text:Show()
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else
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this.text:Hide()
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end
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end)
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pfUI.uf.target.losIndicator = losFrame
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end
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-- Distance Indicator
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if C.unitframes.distance_indicator == "1" and not pfUI.uf.target.distanceIndicator then
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if C.unitframes.distance_hook_portrait == "1" then
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-- Hooked mode: text anchored below Behind/LOS on the target frame
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local distFrame = CreateFrame("Frame", "pfDistanceIndicator", pfUI.uf.target)
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distFrame:SetAllPoints(pfUI.uf.target)
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distFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
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distFrame.text = distFrame:CreateFontString(nil, "OVERLAY")
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distFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
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distFrame.text:SetPoint("RIGHT", distFrame, "RIGHT", -1, slot)
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distFrame.text:SetTextColor(1, 1, 1, 1)
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distFrame.text:Hide()
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local thresholds = {
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{ 5, 0.3, 0.5, 1.0 }, -- melee (blue)
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{ 8, 0.4, 0.7, 1.0 }, -- close (light blue)
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{ 20, 0.4, 0.9, 1.0 }, -- short range (sky blue)
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{ 30, 0.0, 1.0, 0.0 }, -- mid range (green)
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{ 35, 0.8, 1.0, 0.0 }, -- yellow-green
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{ 41, 1.0, 1.0, 0.0 }, -- yellow
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}
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local lastCheck = 0
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distFrame:SetScript("OnUpdate", function()
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if GetTime() - lastCheck < 0.1 then return end
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lastCheck = GetTime()
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if not UnitExists("target") then
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this.text:Hide()
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return
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end
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local success, distance = pcall(UnitXP, "distanceBetween", "player", "target")
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if not success or not distance then
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this.text:Hide()
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return
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end
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local r, g, b = 1.0, 0.2, 0.2
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for i = 1, table.getn(thresholds) do
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if distance <= thresholds[i][1] then
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r, g, b = thresholds[i][2], thresholds[i][3], thresholds[i][4]
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break
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end
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end
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this.text:SetTextColor(r, g, b, 1)
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this.text:SetFormattedText("%.1f%s", distance, suffix)
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this.text:Show()
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end)
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pfUI.uf.target.distanceIndicator = distFrame
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else
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-- Free frame mode: movable standalone frame, same as rangedisplay module
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if not pfRangeDisplay then
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local f = CreateFrame("Frame", "pfRangeDisplay", UIParent)
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f:SetWidth(90)
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f:SetHeight(20)
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f:SetFrameStrata("MEDIUM")
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f:SetPoint("CENTER", UIParent, "CENTER", 0, -100)
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CreateBackdrop(f, nil, true)
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CreateBackdropShadow(f)
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UpdateMovable(f)
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f.text = f:CreateFontString(nil, "OVERLAY")
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f.text:SetFont(pfUI.font_default, C.global.font_size + 2, "OUTLINE")
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f.text:SetPoint("CENTER", f, "CENTER")
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f.text:SetTextColor(1, 1, 1, 1)
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f.text:SetText("--")
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local thresholds = {
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{ 5, 0.0, 0.4, 1.0 },
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{ 8, 0.2, 0.6, 1.0 },
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{ 20, 0.3, 0.8, 1.0 },
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{ 30, 0.0, 0.9, 0.0 },
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{ 35, 0.7, 0.9, 0.0 },
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{ 41, 1.0, 1.0, 0.0 },
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}
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local throttle = 0
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local scanner = CreateFrame("Frame")
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-- expose the poller frame so PLAYER_LOGOUT can stop its UnitXP OnUpdate
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-- (it lives on this separate frame, not on distanceIndicator) -> crash 132
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pfUI.uf.target.distanceScanner = scanner
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scanner:SetScript("OnUpdate", function()
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throttle = throttle + arg1
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if throttle < 0.05 then return end
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throttle = 0
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if not UnitExists("target") then
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f.text:SetText("--")
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f.text:SetTextColor(1, 1, 1, 1)
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f:Hide()
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return
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end
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f:Show()
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local success, distance = pcall(UnitXP, "distanceBetween", "player", "target")
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if not success or not distance then
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f.text:SetText("--")
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f.text:SetTextColor(1, 1, 1, 1)
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return
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end
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local successL, inSight = pcall(UnitXP, "inSight", "player", "target")
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local alpha = (successL and inSight == false) and 0.5 or 1.0
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f.text:SetAlpha(alpha)
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local r, g, b = 1.0, 0.2, 0.2
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for i = 1, table.getn(thresholds) do
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if distance <= thresholds[i][1] then
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r, g, b = thresholds[i][2], thresholds[i][3], thresholds[i][4]
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break
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end
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end
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f.text:SetTextColor(r, g, b, 1)
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f.text:SetFormattedText("%.1f%s", distance, suffix)
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end)
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end
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pfUI.uf.target.distanceIndicator = pfRangeDisplay
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end
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end
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return true
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end
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-- Try to create indicators now
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CreateTargetIndicators()
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-- Also try on PLAYER_ENTERING_WORLD in case target frame wasn't ready
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local initFrame = CreateFrame("Frame")
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initFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
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initFrame:RegisterEvent("PLAYER_LOGOUT")
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initFrame:SetScript("OnEvent", function()
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-- Handle shutdown to prevent crash 132
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if event == "PLAYER_LOGOUT" then
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this:UnregisterAllEvents()
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this:SetScript("OnEvent", nil)
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-- Stop indicator OnUpdate scripts
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if pfUI.uf and pfUI.uf.target then
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if pfUI.uf.target.behindIndicator then
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pfUI.uf.target.behindIndicator:SetScript("OnUpdate", nil)
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end
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if pfUI.uf.target.losIndicator then
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pfUI.uf.target.losIndicator:SetScript("OnUpdate", nil)
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end
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if pfUI.uf.target.distanceIndicator then
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pfUI.uf.target.distanceIndicator:SetScript("OnUpdate", nil)
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end
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-- free-frame mode polls from its own scanner frame, not the indicator
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if pfUI.uf.target.distanceScanner then
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pfUI.uf.target.distanceScanner:SetScript("OnUpdate", nil)
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end
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end
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return
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end
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CreateTargetIndicators()
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this:UnregisterAllEvents()
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end)
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-- OS Notification Support
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if C.unitframes.unitxp_notify == "1" then
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local function Notify()
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pcall(UnitXP, "notify", "taskbarIcon")
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pcall(UnitXP, "notify", "systemSound")
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end
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for _, event in ipairs({ "CHAT_MSG_WHISPER", "CHAT_MSG_BN_WHISPER", "READY_CHECK", "RAID_INSTANCE_WELCOME" }) do
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pfUI.events:RegisterFrameEventAndCallback(event, Notify)
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end
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-- Also notify on BG queue pop
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local origBattlefieldPortShow = BattlefieldFrame_Show
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if origBattlefieldPortShow then
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-- pfUI.env has __index but no __newindex, so a bare global assignment
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-- inside a RegisterModule closure never leaves the sandbox
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_G.BattlefieldFrame_Show = function()
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pcall(UnitXP, "notify", "taskbarIcon")
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pcall(UnitXP, "notify", "systemSound")
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return origBattlefieldPortShow()
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end
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end
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end
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-- Enhanced Distance API
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pfUI.api.GetPreciseDistance = function(unit1, unit2)
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if not unit2 then
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unit2 = unit1
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unit1 = "player"
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end
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local success, distance = pcall(UnitXP, "distanceBetween", unit1, unit2)
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if success then return distance end
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return nil
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end
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pfUI.api.IsInMeleeRange = function(unit)
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local success, distance = pcall(UnitXP, "distanceBetween", "player", unit, "meleeAutoAttack")
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if success and distance then
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return distance <= 5
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end
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return nil
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end
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pfUI.api.GetAoEDistance = function(unit1, unit2)
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if not unit2 then
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unit2 = unit1
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unit1 = "player"
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end
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local success, distance = pcall(UnitXP, "distanceBetween", unit1, unit2, "AoE")
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if success then return distance end
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return nil
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end
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-- Smart Targeting Helpers
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pfUI.api.TargetNearestEnemy = function()
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local success, found = pcall(UnitXP, "target", "nearestEnemy")
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return success and found
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end
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pfUI.api.TargetHighestHP = function()
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local success, found = pcall(UnitXP, "target", "mostHP")
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return success and found
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end
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pfUI.api.TargetNextEnemy = function()
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local success, found = pcall(UnitXP, "target", "nextEnemyInCycle")
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return success and found
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end
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pfUI.api.TargetPreviousEnemy = function()
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local success, found = pcall(UnitXP, "target", "previousEnemyInCycle")
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return success and found
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end
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pfUI.api.TargetNextMarked = function(order)
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local success, found = pcall(UnitXP, "target", "nextMarkedEnemyInCycle", order)
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return success and found
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end
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-- Debug command to test UnitXP indicators
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pfUI.api.RegisterSlashCommand("PFUNITXP", { "/pfunitxp" }, function()
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local chat = DEFAULT_CHAT_FRAME
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chat:AddMessage("|cff33ffccpfUI|r: UnitXP Indicator Debug")
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-- Check if target exists
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if not UnitExists("target") then
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chat:AddMessage(" |cffff0000No target selected|r")
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return
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end
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-- Test behind
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local successB, behind = pcall(UnitXP, "behind", "player", "target")
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chat:AddMessage(" Behind check: success=" .. tostring(successB) .. " value=" .. tostring(behind) .. " type=" .. type(behind))
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-- Test LOS
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local successL, inSight = pcall(UnitXP, "inSight", "player", "target")
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chat:AddMessage(" LOS check: success=" .. tostring(successL) .. " value=" .. tostring(inSight) .. " type=" .. type(inSight))
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-- Check if indicator frames exist
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if pfUI.uf and pfUI.uf.target then
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chat:AddMessage(" Target frame: |cff00ff00exists|r")
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if pfUI.uf.target.behindIndicator then
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chat:AddMessage(" Behind indicator: |cff00ff00created|r, visible=" .. tostring(pfUI.uf.target.behindIndicator:IsVisible()))
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else
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chat:AddMessage(" Behind indicator: |cffff0000NOT created|r (check settings)")
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end
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if pfUI.uf.target.losIndicator then
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chat:AddMessage(" LOS indicator: |cff00ff00created|r")
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else
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chat:AddMessage(" LOS indicator: |cffff0000NOT created|r (check settings)")
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end
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else
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chat:AddMessage(" Target frame: |cffff0000NOT found|r")
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end
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end, true)
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end) |