Add libs/librange.lua
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-- load pfUI environment
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setfenv(1, pfUI:GetEnvironment())
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--[[ librange ]]--
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-- A pfUI library that detects and caches distance to units.
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--
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-- librange:UnitInSpellRange(unit)
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-- Returns `1` if the unit is within a 40y range
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--
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-- return instantly when another librange is already active
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if pfUI.api.librange then return end
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local _, class = UnitClass("player")
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local librange = CreateFrame("Frame", "pfRangecheck", UIParent)
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-- table of 40y spells per class
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local spells = {
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["PALADIN"] = {
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"Interface\\Icons\\Spell_Holy_FlashHeal",
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"Interface\\Icons\\Spell_Holy_HolyBolt",
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},
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["PRIEST"] = {
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"Interface\\Icons\\Spell_Holy_FlashHeal",
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"Interface\\Icons\\Spell_Holy_LesserHeal",
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"Interface\\Icons\\Spell_Holy_Heal",
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"Interface\\Icons\\Spell_Holy_GreaterHeal",
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"Interface\\Icons\\Spell_Holy_Renew",
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},
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["DRUID"] = {
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"Interface\\Icons\\Spell_Nature_HealingTouch",
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"Interface\\Icons\\Spell_Nature_ResistNature",
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"Interface\\Icons\\Spell_Nature_Rejuvenation",
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},
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["SHAMAN"] = {
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"Interface\\Icons\\Spell_Nature_MagicImmunity",
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"Interface\\Icons\\Spell_Nature_HealingWaveLesser",
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"Interface\\Icons\\Spell_Nature_HealingWaveGreater",
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},
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}
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-- Use Nampower's IsSpellInRange if available (vanilla only)
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-- This provides more accurate range checking without needing to find spell slots
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local nampower_spell
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if GetNampowerVersion then
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librange:RegisterEvent("LEARNED_SPELL_IN_TAB")
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librange:RegisterEvent("PLAYER_ENTERING_WORLD")
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librange:SetScript("OnEvent", function()
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-- abort on non healing classes
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if not spells[class] then return end
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nampower_spell = nil
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for i = 1, GetNumSpellTabs() do
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local _, _, offset, num = GetSpellTabInfo(i)
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for id = offset + 1, offset + num do
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local name, rank = GetSpellName(id, BOOKTYPE_SPELL)
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local texture = GetSpellTexture(id, BOOKTYPE_SPELL)
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if texture then
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for _, tex in pairs(spells[class]) do
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if tex == texture then
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nampower_spell = name
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end
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end
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end
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end
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end
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end)
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function librange:UnitInSpellRange(unit)
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if not nampower_spell then return nil end
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-- Nampower's IsSpellInRange returns 1 if in range, 0 if not, -1 if invalid
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local result = IsSpellInRange(nampower_spell, unit)
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if result == 1 then return 1
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elseif result == 0 then return nil
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else return nil end
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end
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-- add librange to pfUI API
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pfUI.api.librange = librange
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return
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end
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-- units that should be scanned
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local units = {}
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table.insert(units, "pet")
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for i=1,4 do table.insert(units, "party" .. i) end
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for i=1,4 do table.insert(units, "partypet" .. i) end
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for i=1,40 do table.insert(units, "raid" .. i) end
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for i=1,40 do table.insert(units, "raidpet" .. i) end
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local numunits = table.getn(units)
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-- cache for unit relations
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local unitcache = {}
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-- actual unit-range table
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local unitdata = { }
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-- setup sound function switches
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local SoundOn = PlaySound
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local SoundOff = function() return end
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librange.id = 1
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-- Shooting with wands does not make the PlayerFrame inCombat attribute change.
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-- This frame makes wand attacks accesible via wandCombat on the PlayerFrame.
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local wand = CreateFrame("Frame", "pfWandShootDetect")
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wand:RegisterEvent("START_AUTOREPEAT_SPELL")
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wand:RegisterEvent("STOP_AUTOREPEAT_SPELL")
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wand:SetScript("OnEvent", function()
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PlayerFrame.wandCombat = event == "START_AUTOREPEAT_SPELL" and true or nil
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end)
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--Players with combo points aren't necessarily auto attacking, meaning we can't use inCombat.
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--This allows us to avoid rangechecking when the player has combo points to avoid losing them.
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local hascombopoints
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local combo = CreateFrame("Frame", "pfComboPointsDetect")
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combo:RegisterEvent("PLAYER_COMBO_POINTS")
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combo:SetScript("OnEvent", function()
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hascombopoints = GetComboPoints() > 0
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end)
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-- Flag to prevent UnitXP calls during logout (crash prevention)
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local librange_isLoggingOut = false
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-- Detect UnitXP_SP3 once at load time to avoid pcall+closure overhead per tick.
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-- UnitXP_SP3 exposes UnitXP("distanceBetween", ...) — test it once and cache the result.
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local hasUnitXP_SP3 = false
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if UnitXP then
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local ok, val = pcall(UnitXP, "distanceBetween", "player", "player")
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if ok and val then
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hasUnitXP_SP3 = true
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end
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end
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librange:Hide()
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librange:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
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librange:RegisterEvent("PLAYER_ENTERING_WORLD")
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librange:RegisterEvent("PLAYER_ENTER_COMBAT")
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librange:RegisterEvent("PLAYER_LEAVE_COMBAT")
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librange:RegisterEvent("PLAYER_LOGOUT")
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librange:RegisterEvent("PLAYER_LEAVING_WORLD")
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librange:SetScript("OnEvent", function()
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-- Handle logout to prevent UnitXP crashes during shutdown
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if event == "PLAYER_LOGOUT" or event == "PLAYER_LEAVING_WORLD" then
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librange_isLoggingOut = true
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this:SetScript("OnUpdate", nil) -- Stop OnUpdate completely
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this:Hide()
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return
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end
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-- disable range checking activities
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if pfUI_config.unitframes.rangecheck == "0" or not spells[class] then
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this:Hide()
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return
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end
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this.interval = tonumber(C.unitframes.rangechecki)/numunits
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if event == "ACTIONBAR_SLOT_CHANGED" or event == "PLAYER_ENTERING_WORLD" then
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librange.slot = this:GetRangeSlot()
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this:Show()
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elseif event == "PLAYER_ENTER_COMBAT" then
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this.lastattack = GetTime()
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this:Hide()
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elseif event == "PLAYER_LEAVE_COMBAT" then
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if not this:ReAttack() then
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this:Show()
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end
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end
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end)
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local _, class = UnitClass("player")
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local druid = class == "DRUID"
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local target_event = TargetFrame_OnEvent
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local target_nop = function() return end
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librange:SetScript("OnUpdate", function()
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-- Prevent UnitXP calls during logout (crash prevention)
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if librange_isLoggingOut then return end
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if ( this.tick or 1) > GetTime() then
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return
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else
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this.tick = GetTime() + this.interval
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end
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-- skip invalid units
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while not this:NeedRangeScan(units[this.id]) and this.id <= numunits do
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this.id = this.id + 1
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end
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if this.id <= numunits and librange.slot then
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local unit = units[this.id]
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if not UnitIsUnit("target", unit) then
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-- Try UnitXP_SP3 first (most accurate distance measurement)
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if hasUnitXP_SP3 then
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local unitxp_distance = UnitXP("distanceBetween", "player", unit)
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if unitxp_distance then
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local threshold = (tonumber(C.unitframes.rangecheck_distance) or 40) + 5
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unitdata[unit] = unitxp_distance < threshold and 1 or 0
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this.id = this.id + 1
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return
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end
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end
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-- try to read distance via superwow second
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if HasSuperWoW() and UnitPosition then
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local x1, y1, z1 = UnitPosition("player")
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local x2, y2, z2 = UnitPosition(unit)
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-- only continue if we got position values
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if x1 and y1 and z1 and x2 and y2 and z2 then
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local distance = ((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2)^.5
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unitdata[unit] = distance < 45 and 1 or 0
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this.id = this.id + 1
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return
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end
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end
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-- suspend for various conditions
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if pfUI.loot and pfUI.loot:IsShown() then return nil end
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if LootFrame and LootFrame:IsShown() then return nil end
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if InspectFrame and InspectFrame:IsShown() then return nil end
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if TradeFrame and TradeFrame:IsShown() then return nil end
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if PlayerFrame and PlayerFrame.inCombat then return nil end
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if PlayerFrame and PlayerFrame.wandCombat then return nil end
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if druid and UnitPowerType("player") == 3 then return nil end
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if hascombopoints then return nil end
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_G.PlaySound = SoundOff
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pfScanActive = true
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-- save and disable target frame events
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target_event = TargetFrame_OnEvent
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_G.TargetFrame_OnEvent = target_nop
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TargetUnit(unit)
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unitdata[unit] = IsActionInRange(librange.slot)
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TargetLastTarget()
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-- restore target events
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_G.TargetFrame_OnEvent = target_event
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_G.PlaySound = SoundOn
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pfScanActive = false
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this:ReAttack()
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end
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this.id = this.id + 1
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else
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this.id = 1
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end
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end)
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function librange:ReAttack()
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-- we accidentally broke the autoattack... restoring the old state
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if this.lastattack and this.lastattack + this.interval > GetTime() and UnitCanAttack("player", "target") then
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AttackTarget()
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return true
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else
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return nil
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end
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end
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function librange:NeedRangeScan(unit)
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if not UnitExists(unit) then return nil end
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if not UnitIsVisible(unit) then return nil end
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if CheckInteractDistance(unit, 4) then return nil end
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return true
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end
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function librange:GetRealUnit(unit)
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if unitdata[unit] then return unit end
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if unitcache[unit] then
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if UnitIsUnit(unitcache[unit], unit) then
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return unitcache[unit]
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end
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end
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for id, realunit in pairs(units) do
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if UnitIsUnit(realunit, unit) then
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unitcache[unit] = realunit
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return realunit
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end
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end
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return unit
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end
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function librange:GetRangeSlot()
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local texture
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for i=1,120 do
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texture = GetActionTexture(i)
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if texture and not GetActionText(i) then
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for _, check in pairs(spells[class]) do
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if check == texture then
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return i
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end
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end
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end
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end
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return nil
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end
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function librange:UnitInSpellRange(unit)
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if not librange.slot then return nil end
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if UnitIsUnit("target", unit) then
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return IsActionInRange(librange.slot) == 1 and 1 or nil
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end
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local unit = librange:GetRealUnit(unit)
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if unitdata[unit] and unitdata[unit] == 1 then
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return 1
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elseif not unitdata[unit] then
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return 1
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else
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return nil
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end
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end
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-- add librange to pfUI API
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pfUI.api.librange = librange
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