- the whole loop plays: the line arcs rod tip to bobber, the bite splashes with its own sound, and clicking the bobber reels in - the verdicts read like 1.12: yellow "your fish got away" lines, the reel-in sound, the fishing loot window - "You feel rested." prints on the transition, rest states come from the client's own Exhaustion table, and level 60 trades the XP strip for the max-level rail - the Skills pane lists what the real client lists: the hidden rows, the sort, gray numberless single-rank lines Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
686 lines
30 KiB
Rust
686 lines
30 KiB
Rust
//! The `Unit*` global registrations (see the parent module's doc for the seam and the return
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//! shapes): every binding reads the per-token [`UnitState`](super::UnitState) snapshot store
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//! through the parent's `with_unit`/`pick_unit_token` helpers.
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use mlua::{Lua, Value};
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use super::super::Model;
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use super::{
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classification_word, grey_band, level_reads_unknown, pick_unit_token, power_token, with_unit,
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};
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/// The two class ids `GetComboPoints 0x51a190` accepts — the literals `4` and `0xb` it compares
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/// the class byte `[[player+0x110]+0x79]` against. That byte is `UNIT_FIELD_BYTES_0` byte 1, the
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/// same value [`PlayerReqState::class_id`](super::super::PlayerReqState) carries; `UnitClass`'s own
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/// binding (`0x518350`) reads it through the identical `[obj+0x110]+0x79` chain, which is what
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/// identifies it. The *names* are the conventional vanilla ids — the client's class table is
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/// heap-built, so nothing in the file maps 4→Rogue by itself (decision 0875).
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const CLASS_ROGUE: u32 = 4;
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const CLASS_DRUID: u32 = 11;
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/// Register the `Unit*` globals reading the per-token snapshot store (the same style/place the
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/// object model and stdlib register their globals — bare globals on `_G`, matching the live API
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/// surface).
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pub(in crate::script) fn install(lua: &Lua) -> mlua::Result<()> {
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let g = lua.globals();
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g.set(
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"UnitExists",
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lua.create_function(|lua, token: Option<String>| {
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Ok(with_unit(lua, &token, false, |u| u.exists))
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})?,
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)?;
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g.set(
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"UnitName",
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lua.create_function(|lua, token: Option<String>| {
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let name = with_unit(lua, &token, None, |u| u.name.clone());
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match name {
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Some(n) => Ok(Value::String(lua.create_string(&n)?)),
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None => Ok(Value::Nil),
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}
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})?,
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)?;
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g.set(
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"UnitHealth",
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lua.create_function(|lua, token: Option<String>| {
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Ok(with_unit(lua, &token, 0i64, |u| i64::from(u.health)))
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})?,
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)?;
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g.set(
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"UnitHealthMax",
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lua.create_function(|lua, token: Option<String>| {
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Ok(with_unit(lua, &token, 0i64, |u| i64::from(u.max_health)))
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})?,
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)?;
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// UnitLevel (`0x517fc0`, §5-VERIFIED 2026-07-17): the raw UNIT_FIELD_LEVEL — a raw ≤ 0
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// VERBATIM (never −1) — or **−1** iff world-boss rank 3 (unconditional) / hostile
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// (reaction ≤ 1 internal) AND ≥ 10 levels above the player (inclusive). The FrameXML
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// target frame branches its skull on `<= 0` (`TargetFrame_CheckLevel`), so a level-0
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// (unstreamed) unit skulls through the verbatim 0, exactly as the reference does. Not
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// carried: the dormant attackable-decay override (`max(1, raw − round(min(b,100)·0.05))`,
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// `b` INFERRED and 0 in normal play — it can never drive the value ≤ 0 anyway).
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g.set(
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"UnitLevel",
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lua.create_function(|lua, token: Option<String>| {
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let model = lua.app_data_ref::<Model>().expect("model app_data");
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let Some(u) = token.as_ref().and_then(|t| model.units.get(t)) else {
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return Ok(0i64);
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};
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Ok(if u.level == 0 {
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0
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} else if level_reads_unknown(u, model.player_req.level) {
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-1
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} else {
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i64::from(u.level)
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})
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})?,
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)?;
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// UnitIsCorpse (`0x5161c0`, §5-VERIFIED 2026-07-17) → 1/nil: a pure OBJECT-TYPE check —
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// the token resolves to a live TYPEID_CORPSE world object (a released player's remains).
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// NO health test: a dead mob or dead player is NOT a corpse (the ref target frame shows a
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// dead mob's level number, not the skull). Reads [`UnitState::corpse_object`], which no
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// feed sets yet — corpse objects aren't selectable in benilla — so this returns nil today,
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// faithfully.
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g.set(
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"UnitIsCorpse",
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lua.create_function(|lua, token: Option<String>| {
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Ok(if with_unit(lua, &token, false, |u| u.corpse_object) {
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Value::Integer(1)
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} else {
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Value::Nil
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})
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})?,
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)?;
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// UnitCanAttack (`0x516c50`, §5-VERIFIED 2026-07-17) → 1/nil: pure delegation to the
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// `CanAttack 0x606980` predicate (decision 0172), read from the non-player token's app-fed
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// snapshot ([`UnitState::can_attack`]). Directional in the live API; our snapshot carries
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// the player→unit direction, the only order the shipped FrameXML calls
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// (`UnitCanAttack("player", "target")`).
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g.set(
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"UnitCanAttack",
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lua.create_function(|lua, (a, b): (Option<String>, Option<String>)| {
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let token = pick_unit_token(&a, &b);
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Ok(if with_unit(lua, &token, false, |u| u.can_attack) {
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Value::Integer(1)
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} else {
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Value::Nil
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})
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})?,
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)?;
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// GetQuestGreenRange (`0x4e17d0`, §5-VERIFIED 2026-07-17) — the green→grey boundary the
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// FrameXML `GetDifficultyColor` buckets by (ref QuestLogFrame.lua l.593):
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// `GRAYBAND[min(playerLevel/5, 19)]` off the binary's `0x8076c0` table, byte-identical to
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// the `0x81dda8`/`0x80ae98` twins [`grey_band`] transcribes. No args; 0 with no player.
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g.set(
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"GetQuestGreenRange",
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lua.create_function(|lua, ()| {
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let model = lua.app_data_ref::<Model>().expect("model app_data");
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Ok(i64::from(grey_band(model.player_req.level)))
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})?,
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)?;
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g.set(
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"UnitIsDead",
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lua.create_function(|lua, token: Option<String>| {
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Ok(with_unit(lua, &token, false, |u| u.dead))
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})?,
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)?;
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// The other two of the client's death trio (decision 0308 §1): a released ghost has health 1,
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// so IsDead is false for it and the popup flow branches on all three.
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g.set(
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"UnitIsGhost",
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lua.create_function(|lua, token: Option<String>| {
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Ok(with_unit(lua, &token, false, |u| u.ghost))
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})?,
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)?;
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g.set(
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"UnitIsDeadOrGhost",
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lua.create_function(|lua, token: Option<String>| {
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Ok(with_unit(lua, &token, false, |u| u.dead || u.ghost))
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})?,
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)?;
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// UnitReaction(unit, other) → 1..8 (hated..exalted) or nil. The live API is directional (unit's
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// reaction toward `other`); our feed only resolves it for the "target" token toward the player,
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// which is the sole caller (`TargetFrame_CheckFaction`), so the `other` arg is accepted and
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// unused. `0` (unknown / not yet streamed) reports as nil, the API's "can't tell" — the target
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// frame paints its name plate blue then, exactly like the reference.
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g.set(
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"UnitReaction",
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lua.create_function(|lua, (token, _other): (Option<String>, Option<String>)| {
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let r = with_unit(lua, &token, 0u8, |u| u.reaction);
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Ok(if r == 0 {
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Value::Nil
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} else {
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Value::Integer(i64::from(r))
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})
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})?,
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)?;
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// UnitIsEnemy / UnitIsFriend — the reaction-thresholded pair (the ref target-select sound
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// branch, TargetFrame_OnShow). v1 derives both from the same snapshot as `UnitReaction`:
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// enemy = reaction ≤ 2 (hated/hostile), friend = reaction ≥ 5 (friendly+); the live API's
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// extra PvP inputs (duels, flagged players, sanctuaries) are deferred with the rest of the
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// PvP wire. The pair is directional in the live API but our snapshot only carries the
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// target↔player reaction, so the binding reads whichever arg isn't "player" (the ref calls
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// both orders: UnitIsEnemy("target","player"), UnitIsFriend("player","target")). Unknown
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// reaction (0) → nil for both, the API's "can't tell". `1`/nil returns, era-style.
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g.set(
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"UnitIsEnemy",
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lua.create_function(|lua, (a, b): (Option<String>, Option<String>)| {
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let token = pick_unit_token(&a, &b);
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let r = with_unit(lua, &token, 0u8, |u| u.reaction);
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Ok(if (1..=2).contains(&r) {
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Value::Integer(1)
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} else {
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Value::Nil
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})
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})?,
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)?;
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g.set(
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"UnitIsFriend",
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lua.create_function(|lua, (a, b): (Option<String>, Option<String>)| {
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let token = pick_unit_token(&a, &b);
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let r = with_unit(lua, &token, 0u8, |u| u.reaction);
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Ok(if r >= 5 {
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Value::Integer(1)
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} else {
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Value::Nil
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})
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})?,
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)?;
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// UnitIsPlayer(unit) → 1 if the unit is a player character, else nil. Reads the snapshot's
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// guid-family flag (the same one the unit tooltip's "(Player)" line keys on). The target frame's
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// faction tint branches on it (`TargetFrame_CheckFaction`): a player-controlled unit takes the
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// red/blue player legs, an NPC the reaction swatch. (The live gate is `UnitPlayerControlled`,
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// which also covers pets/charmed creatures; we resolve only the player half of it — the extra
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// reach needs a player-controlled flag we don't carry, and a player's own alt is the case here.)
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g.set(
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"UnitIsPlayer",
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lua.create_function(|lua, token: Option<String>| {
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Ok(if with_unit(lua, &token, false, |u| u.is_player) {
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Value::Integer(1)
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} else {
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Value::Nil
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})
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})?,
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)?;
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// The identity predicates (decision 0434 §5 — the unit popup's menu pick + gating). Same-token
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// is trivially the same unit; otherwise both snapshots must carry a real (nonzero) guid.
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g.set(
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"UnitIsUnit",
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lua.create_function(|lua, (a, b): (Option<String>, Option<String>)| {
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let model = lua.app_data_ref::<Model>().expect("model app_data");
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let (Some(a), Some(b)) = (a, b) else {
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return Ok(Value::Nil);
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};
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let (Some(ua), Some(ub)) = (model.units.get(&a), model.units.get(&b)) else {
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return Ok(Value::Nil);
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};
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if !ua.exists || !ub.exists {
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return Ok(Value::Nil);
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}
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if a == b || (ua.guid != 0 && ua.guid == ub.guid) {
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Ok(Value::Integer(1))
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} else {
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Ok(Value::Nil)
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}
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})?,
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)?;
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// UnitInParty(unit) → 1 when the unit is the player-in-a-group or one of the party1..4
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// members (a party token directly, or any token whose guid matches the roster's). Raid
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// membership waits for the raid arc (the party.rs module doc's stated v1 gap).
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g.set(
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"UnitInParty",
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lua.create_function(|lua, token: Option<String>| {
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let model = lua.app_data_ref::<Model>().expect("model app_data");
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let Some(t) = token else {
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return Ok(Value::Nil);
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};
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let Some(u) = model.units.get(&t) else {
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return Ok(Value::Nil);
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};
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let grouped = !model.party.members.is_empty();
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if !u.exists || !grouped {
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return Ok(Value::Nil);
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}
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let hit = (t.starts_with("party") && !t.starts_with("partypet"))
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|| t == "player"
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|| (u.guid != 0
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&& (model.units.get("player").is_some_and(|p| p.guid == u.guid)
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|| model
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.party
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.members
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.iter()
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.any(|m| m.guid != 0 && m.guid == u.guid)));
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Ok(if hit { Value::Integer(1) } else { Value::Nil })
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})?,
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)?;
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// UnitCanCooperate(a, b) → 1 for a friendly PLAYER unit. DEVIATION, stated: the client
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// resolves faction-template cooperation masks; this reads the snapshot's is_player +
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// UnitIsFriend's reaction>=5 — the same verdict for every case the popup gates on (invite/
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// whisper a same-faction player), without the faction machinery the engine doesn't carry.
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g.set(
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"UnitCanCooperate",
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lua.create_function(|lua, (a, b): (Option<String>, Option<String>)| {
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let token = pick_unit_token(&a, &b);
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let ok = with_unit(lua, &token, false, |u| {
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u.exists && u.is_player && u.reaction >= 5
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});
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Ok(if ok { Value::Integer(1) } else { Value::Nil })
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})?,
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)?;
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// GetRaidTargetIndex(unit) → the mark slot 1..8, or nil unmarked (decision 0434 §6's board,
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// fed per token).
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g.set(
|
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"GetRaidTargetIndex",
|
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lua.create_function(|lua, token: Option<String>| {
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let idx = with_unit(lua, &token, 0u8, |u| u.raid_target);
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Ok(if idx > 0 {
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Value::Integer(i64::from(idx))
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} else {
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Value::Nil
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||
})
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})?,
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)?;
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// The party-frame status predicates (decision 0434 §2/§3): connection, AFK/DND, and the two PvP
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// flags. All 1/nil, the live API's own shape for these — unlike UnitIsDead/UnitIsGhost above (a
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// stated v1 shortcut, module doc), these are new and follow the era shape from the start.
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g.set(
|
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"UnitIsConnected",
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lua.create_function(|lua, token: Option<String>| {
|
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Ok(if with_unit(lua, &token, false, |u| u.is_connected) {
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||
Value::Integer(1)
|
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} else {
|
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Value::Nil
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})
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})?,
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)?;
|
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g.set(
|
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"UnitIsAFK",
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lua.create_function(|lua, token: Option<String>| {
|
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Ok(if with_unit(lua, &token, false, |u| u.is_afk) {
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Value::Integer(1)
|
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} else {
|
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Value::Nil
|
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})
|
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})?,
|
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)?;
|
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g.set(
|
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"UnitIsDND",
|
||
lua.create_function(|lua, token: Option<String>| {
|
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Ok(if with_unit(lua, &token, false, |u| u.is_dnd) {
|
||
Value::Integer(1)
|
||
} else {
|
||
Value::Nil
|
||
})
|
||
})?,
|
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)?;
|
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// UnitIsPVP reads the same `pvp` field the unit tooltip's "PvP" line already does (one flag,
|
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// two callers) — see the field doc.
|
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g.set(
|
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"UnitIsPVP",
|
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lua.create_function(|lua, token: Option<String>| {
|
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Ok(if with_unit(lua, &token, false, |u| u.pvp) {
|
||
Value::Integer(1)
|
||
} else {
|
||
Value::Nil
|
||
})
|
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})?,
|
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)?;
|
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g.set(
|
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"UnitIsPVPFreeForAll",
|
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lua.create_function(|lua, token: Option<String>| {
|
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Ok(if with_unit(lua, &token, false, |u| u.is_pvp_ffa) {
|
||
Value::Integer(1)
|
||
} else {
|
||
Value::Nil
|
||
})
|
||
})?,
|
||
)?;
|
||
// UnitFactionGroup(unit) → (englishGroup, localizedName), the pair the PvP icon law reads:
|
||
// the first names the `UI-PVP-<group>` texture, the second titles the player frame's hit-area
|
||
// tooltip. nil, nil for a unit with no side (Monster/neutral templates) or no snapshot — the
|
||
// ref's icon branches gate on exactly that (decision 0646 §1/§3).
|
||
g.set(
|
||
"UnitFactionGroup",
|
||
lua.create_function(|lua, token: Option<String>| {
|
||
match with_unit(lua, &token, None, |u| u.faction_group.clone()) {
|
||
Some(group) => {
|
||
let s = Value::String(lua.create_string(&group)?);
|
||
Ok((s.clone(), s))
|
||
}
|
||
None => Ok((Value::Nil, Value::Nil)),
|
||
}
|
||
})?,
|
||
)?;
|
||
|
||
// UnitRace(unit) → (localized, raceFile) or nil, nil; UnitClass(unit) → (localized,
|
||
// classFileName) — the paper doll's "Level %d %s %s" line + the CLASSFILENAME-keyed
|
||
// stat-tooltip lookups (decision 0208 §3). Unknown (feed not landed / a raceless creature)
|
||
// reports nil, nil — the live API's shape for an absent unit.
|
||
g.set(
|
||
"UnitRace",
|
||
lua.create_function(|lua, token: Option<String>| {
|
||
let pair = with_unit(lua, &token, None, |u| {
|
||
u.race.clone().zip(u.race_file.clone())
|
||
});
|
||
match pair {
|
||
Some((loc, file)) => Ok((
|
||
Value::String(lua.create_string(&loc)?),
|
||
Value::String(lua.create_string(&file)?),
|
||
)),
|
||
None => Ok((Value::Nil, Value::Nil)),
|
||
}
|
||
})?,
|
||
)?;
|
||
g.set(
|
||
"UnitClass",
|
||
lua.create_function(|lua, token: Option<String>| {
|
||
let pair = with_unit(lua, &token, None, |u| {
|
||
u.class.clone().zip(u.class_file.clone())
|
||
});
|
||
match pair {
|
||
Some((loc, file)) => Ok((
|
||
Value::String(lua.create_string(&loc)?),
|
||
Value::String(lua.create_string(&file)?),
|
||
)),
|
||
None => Ok((Value::Nil, Value::Nil)),
|
||
}
|
||
})?,
|
||
)?;
|
||
// UnitSex(unit) → 2 male, 3 female (1 = neuter — no 1.12 unit feed produces it); nil when the
|
||
// unit is absent or the sex hasn't streamed (`0`), the API's "can't tell".
|
||
g.set(
|
||
"UnitSex",
|
||
lua.create_function(|lua, token: Option<String>| {
|
||
let sex = with_unit(lua, &token, 0u8, |u| u.sex);
|
||
Ok(if sex == 0 {
|
||
Value::Nil
|
||
} else {
|
||
Value::Integer(i64::from(sex))
|
||
})
|
||
})?,
|
||
)?;
|
||
|
||
// UnitClassification(unit) → "normal" | "elite" | "rareelite" | "worldboss" | "rare" (decision
|
||
// 0782, byte-verified `0x516d90`): a plain table index by the gated rank, and it answers a
|
||
// STRING for every input — never nil. An absent snapshot deliberately reports "normal" rather
|
||
// than nil because the binary does: its unresolved-token path loads table index 0 and pushes
|
||
// that, so a frame reading it gets the plain border art instead of a nil comparison.
|
||
g.set(
|
||
"UnitClassification",
|
||
lua.create_function(|lua, token: Option<String>| {
|
||
let rank = with_unit(lua, &token, 0u32, |u| u.rank);
|
||
Ok(classification_word(rank).to_string())
|
||
})?,
|
||
)?;
|
||
|
||
// UnitPowerType(unit) → (index, token): (0, "MANA"), (1, "RAGE"), … (the live API also returns
|
||
// alt-power color components; addons that read those handle nil).
|
||
g.set(
|
||
"UnitPowerType",
|
||
lua.create_function(|lua, token: Option<String>| {
|
||
let ty = with_unit(lua, &token, 0u8, |u| u.power_type);
|
||
Ok((i64::from(ty), power_token(ty).to_string()))
|
||
})?,
|
||
)?;
|
||
|
||
// UnitPower/UnitPowerMax(unit [, powerType]) — the snapshot carries the *active* power only
|
||
// (the app feeds `POWER<active>`), so an explicit `powerType` argument serves the active type's
|
||
// value and `0` for any other: stated v1 shape, not hidden (a druid's mana-in-bear-form needs
|
||
// the full 5-slot feed later).
|
||
g.set(
|
||
"UnitPower",
|
||
lua.create_function(|lua, (token, ty): (Option<String>, Option<i64>)| {
|
||
Ok(with_unit(lua, &token, 0i64, |u| match ty {
|
||
Some(t) if t != i64::from(u.power_type) => 0,
|
||
_ => i64::from(u.power),
|
||
}))
|
||
})?,
|
||
)?;
|
||
g.set(
|
||
"UnitPowerMax",
|
||
lua.create_function(|lua, (token, ty): (Option<String>, Option<i64>)| {
|
||
Ok(with_unit(lua, &token, 0i64, |u| match ty {
|
||
Some(t) if t != i64::from(u.power_type) => 0,
|
||
_ => i64::from(u.max_power),
|
||
}))
|
||
})?,
|
||
)?;
|
||
|
||
// UnitXP/UnitXPMax(unit) → the player's XP within the level / the level's requirement. Player-
|
||
// level values (PLAYER_XP is PRIVATE, only our own avatar's), but the live API is unit-tokened:
|
||
// it returns the values only for the "player" token and 0 for any other unit — faithfully, no
|
||
// creature/other player exposes XP. `0` until the app's feed lands (SetMinMaxValues clamps).
|
||
let is_player = |token: &Option<String>| token.as_deref() == Some("player");
|
||
g.set(
|
||
"UnitXP",
|
||
lua.create_function(move |lua, token: Option<String>| {
|
||
let model = lua.app_data_ref::<Model>().expect("model app_data");
|
||
Ok(if is_player(&token) {
|
||
i64::from(model.player_xp)
|
||
} else {
|
||
0
|
||
})
|
||
})?,
|
||
)?;
|
||
g.set(
|
||
"UnitXPMax",
|
||
lua.create_function(move |lua, token: Option<String>| {
|
||
let model = lua.app_data_ref::<Model>().expect("model app_data");
|
||
Ok(if is_player(&token) {
|
||
i64::from(model.player_next_level_xp)
|
||
} else {
|
||
0
|
||
})
|
||
})?,
|
||
)?;
|
||
|
||
// GetMoney() → the player's purse in copper (a player-level global, not a unit token). The coin
|
||
// display + the merchant window's money line read it; `0` until the app's coinage feed lands.
|
||
g.set(
|
||
"GetMoney",
|
||
lua.create_function(|lua, ()| {
|
||
let model = lua.app_data_ref::<Model>().expect("model app_data");
|
||
Ok(model.money as i64)
|
||
})?,
|
||
)?;
|
||
|
||
// GetComboPoints() → the player's banked combo points, 0..5 (a player-level global, not a unit
|
||
// token — the 1.12 binding takes no arguments). `ComboFrame` shows/hides on it, and the
|
||
// combat-text COMBO_POINTS arm reads it.
|
||
//
|
||
// TWO gates before the byte, transcribed from `0x51a190` (§5 byte-read, decision 0875) — the
|
||
// reference `ComboFrame.lua` carries no class check at all, so BOTH of them live here or
|
||
// nowhere:
|
||
//
|
||
// 51a1c3 mov eax,[esi+0x110]; mov al,[eax+0x79] ; the class byte
|
||
// 51a1cc cmp al,4 / cmp al,0xb → jne push 0.0 ; ROGUE or DRUID, nothing else
|
||
// 51a1f3 edx=[esi+0xe68]; eax=[edx+0x838] …0x83c ; PLAYER_FIELD_COMBO_TARGET
|
||
// 51a205 cmp against [0xb4e2d8]/[0xb4e2dc] ; == the CURRENT target, or push 0.0
|
||
// 51a234 mov al,[ecx+0x1029] ; only now, PLAYER_FIELD_BYTES byte 1
|
||
//
|
||
// The class gate is why a *warrior* never sees a dot even though the server really does bank a
|
||
// point for them on a victim's dodge: that byte reaches the usable walk's leg 5 (which has no
|
||
// class test, and is what greys Overpower — 0869) but stops here, before any UI can see it.
|
||
// The target gate is why combo points read as "per target": re-targeting empties the dots
|
||
// without the count moving, and selecting the banked unit again refills them.
|
||
//
|
||
// Both comparisons are the binary's own plain equality — no null special case. With nothing
|
||
// banked and no target both GUIDs are 0, which passes the target gate and reads a byte that is
|
||
// 0 anyway; the server writes and clears the pair together.
|
||
g.set(
|
||
"GetComboPoints",
|
||
lua.create_function(|lua, ()| {
|
||
let model = lua.app_data_ref::<Model>().expect("model app_data");
|
||
let class = model.player_req.class_id;
|
||
if class != CLASS_ROGUE && class != CLASS_DRUID {
|
||
return Ok(0_i64);
|
||
}
|
||
let target = model.units.get("target").map_or(0, |u| u.guid);
|
||
if model.combo_target != target {
|
||
return Ok(0_i64);
|
||
}
|
||
Ok(i64::from(model.combo_points))
|
||
})?,
|
||
)?;
|
||
|
||
// The rest-state trio (decisions 1082/1087) — player-level globals over the app's rest feed
|
||
// ([`UiScript::set_rest_state`]), the MainMenuBar exhaustion tick's and the player frame's
|
||
// whole wire. Byte-VERIFIED, wow-re `system/ui/scratch/rested-xp-bindings.md` (a §5 pair +
|
||
// orchestrator arbitration): the surface is Exhaustion.dbc DATA, not client constants — the
|
||
// rows live in the model ([`UiScript::set_exhaustion_rows`]; shipped-table fallback).
|
||
//
|
||
// GetRestState() → (stateID, stateName, multiplier) — `0x48d350`: the raw `PLAYER_BYTES_2`
|
||
// byte 3 indexes Exhaustion.dbc DIRECTLY (the `[0xc0dd78]` ID→row array) and the triple is
|
||
// `(row.ID, row.name[locale], row.factor)`: 1 → (1, "Rested", 2.0), 2 → (2, "Normal", 1.0),
|
||
// and FrameXML's dead 3..5 branches map to the real beta rows (XXXTired 1.0/0.5,
|
||
// XXXExhausted 0.25). Every failure — byte 0 (pre-feed), byte past the table, no row —
|
||
// returns (nil, nil, nil), the binary's own fail path. The multiplier is what
|
||
// `EXHAUST_TOOLTIP1` renders ×100 ("200% of normal experience").
|
||
g.set(
|
||
"GetRestState",
|
||
lua.create_function(|lua, ()| {
|
||
let model = lua.app_data_ref::<Model>().expect("model app_data");
|
||
Ok(match model.exhaustion.get(&model.rest_state) {
|
||
Some((name, factor)) => (
|
||
Value::Number(f64::from(model.rest_state)),
|
||
Value::String(lua.create_string(name)?),
|
||
Value::Number(*factor),
|
||
),
|
||
None => (Value::Nil, Value::Nil, Value::Nil),
|
||
})
|
||
})?,
|
||
)?;
|
||
// GetXPExhaustion() → the rested span in BAR-XP units — `0x48d3f0`: the u32 pool × the f32
|
||
// factor of **Exhaustion.dbc row ID 1, hard-coded** (`[[0xc0dd78]+4]`, whatever the current
|
||
// state) — 2.0 in the shipped data, which is the whole "rested XP is double" law: the server
|
||
// drains the pool 1:1 against BASE kill XP while granting +100% (vmangos `GetXPRestBonus`),
|
||
// and the client scales by exactly this row's factor. **nil is decided by the rest-state
|
||
// byte, never by the pool** (`0x48d43b dec/jne`): byte ≠ 1 → nil whatever the pool holds
|
||
// (vmangos's 0 < bonus ≤ 10 hysteresis window sends byte 2 with a nonzero pool — nil there),
|
||
// and a rested byte with pool 0 → the NUMBER 0. The tick parks at `currXP + this`
|
||
// (`ExhaustionTick_Update`).
|
||
g.set(
|
||
"GetXPExhaustion",
|
||
lua.create_function(|lua, ()| {
|
||
let model = lua.app_data_ref::<Model>().expect("model app_data");
|
||
Ok(if model.rest_state != 1 {
|
||
Value::Nil
|
||
} else {
|
||
let factor = model.exhaustion.get(&1).map_or(2.0, |(_, f)| *f);
|
||
Value::Number(f64::from(model.rest_pool) * factor)
|
||
})
|
||
})?,
|
||
)?;
|
||
// IsResting() → 1/nil: inside a rest area (inn/city) right now — `0x516ea0`, byte-VERIFIED:
|
||
// PLAYER_FLAGS `shr 5; test 1` = bit 0x20, pushed as the NUMBER 1.0 or nil (the Lua-vanilla
|
||
// predicate shape, not a boolean). The player frame's flashing zzz reads exactly this.
|
||
g.set(
|
||
"IsResting",
|
||
lua.create_function(|lua, ()| {
|
||
let model = lua.app_data_ref::<Model>().expect("model app_data");
|
||
Ok(if model.resting {
|
||
Value::Integer(1)
|
||
} else {
|
||
Value::Nil
|
||
})
|
||
})?,
|
||
)?;
|
||
// GetTimeToWellRested() → nil, always — `0x48d4b0`, byte-VERIFIED: the whole binding is 11
|
||
// bytes, `pushnil; return 1`. FrameXML's EXHAUST_TOOLTIP4 countdown branch is dead in 5875.
|
||
g.set(
|
||
"GetTimeToWellRested",
|
||
lua.create_function(|_, ()| Ok(Value::Nil))?,
|
||
)?;
|
||
|
||
// TargetUnit(unit) — select a unit by token (the reference's `TargetUnit` Lua shim → SetSelection;
|
||
// the caller here is `PlayerFrame_OnClick`'s left-click branch → `TargetUnit("player")`, and the
|
||
// TARGETSELF binding). Queues the raw token; the app resolves it to a streamed entity and commits
|
||
// the selection. A nil/absent unit is ignored, as is any token the app can't resolve — the real
|
||
// client no-ops `TargetUnit` on a unit that doesn't exist.
|
||
g.set(
|
||
"TargetUnit",
|
||
lua.create_function(|lua, token: Option<String>| {
|
||
if let Some(token) = token {
|
||
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
|
||
model.target_requests.push(token);
|
||
}
|
||
Ok(())
|
||
})?,
|
||
)?;
|
||
|
||
// DropItemOnUnit(unit) — drop the cursor's held item onto a unit (`0x48d960`). Two legs in the
|
||
// reference: the PET leg feeds the pet, the PLAYER leg opens a trade. Queues the raw token and
|
||
// nothing else — every gate reads state this VM does not hold, so the app owns all of them
|
||
// (`ui_action::targeting::drop_item_on_unit`).
|
||
//
|
||
// This binding **existed in our shipped `PetFrame_OnClick` before it existed here**: the
|
||
// handler transcribed the reference's three legs faithfully, and the middle one called a nil
|
||
// global, so the whole handler errored out the moment you clicked your pet holding anything.
|
||
// That is B208's "dropping food onto the pet doesn't feed" — the reported bug was a missing
|
||
// registration, not a missing mechanism.
|
||
g.set(
|
||
"DropItemOnUnit",
|
||
lua.create_function(|lua, token: Option<String>| {
|
||
if let Some(token) = token {
|
||
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
|
||
model.drop_item_on_unit.push(token);
|
||
}
|
||
Ok(())
|
||
})?,
|
||
)?;
|
||
|
||
// SpellTargetUnit(unit) — bind a unit to the spell awaiting its click. The other leg of
|
||
// `PetFrame_OnClick`, tested BEFORE `CursorHasItem()` (ref `PetFrame.lua:114-129`), and dead
|
||
// in our VM for the same reason `DropItemOnUnit` was.
|
||
//
|
||
// It is registered as an accepted **no-op**, deliberately, and that is faithful for every word
|
||
// benilla can currently arm: the targeting cursor models the location / item / gameobject
|
||
// seams (0792/0923/0939), and a *unit* cannot satisfy any of them — the reference's
|
||
// `BindTarget 0x6e5b40` would reject it at the same three mask tests our seams ask. The word
|
||
// that would make this do something is the residual unit-word machine that `cast_target`'s
|
||
// header names as still deferred (a unit-target spell never enters targeting mode here at all;
|
||
// it resolves to `CastWireTarget::Unit` or refuses). So: present, silent, and honest — what it
|
||
// must NOT be is absent, which is what took the handler down with it.
|
||
g.set(
|
||
"SpellTargetUnit",
|
||
lua.create_function(|_, _token: Option<String>| Ok(()))?,
|
||
)?;
|
||
|
||
// ClearTarget() — drop the current selection (the reference API returns 1 when it cleared,
|
||
// nil when there was nothing to clear; `ToggleGameMenu`'s ESC chain depends on the nil to
|
||
// fall through to opening the menu). Reads the same per-token store `UnitExists("target")`
|
||
// answers from; the app commits the actual deselect (SetSelection guid 0 + the engaged
|
||
// attack-stop) from the drained trigger.
|
||
g.set(
|
||
"ClearTarget",
|
||
lua.create_function(|lua, ()| {
|
||
let mut model = lua.app_data_mut::<Model>().expect("model app_data");
|
||
if model.units.get("target").is_some_and(|u| u.exists) {
|
||
model.target_clear = true;
|
||
Ok(Value::Integer(1))
|
||
} else {
|
||
Ok(Value::Nil)
|
||
}
|
||
})?,
|
||
)?;
|
||
|
||
Ok(())
|
||
}
|