Add libs/libunitscan.lua
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-- load pfUI environment
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setfenv(1, pfUI:GetEnvironment())
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--[[ libunitscan ]]--
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-- A pfUI library that detects and saves all kind of unit related informations.
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-- Such as level, class, elite-state and playertype. Each query causes the library
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-- to automatically scan for the target if not already existing. Player-data is
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-- persisted within the pfUI_playerDB where the mob data is a throw-away table.
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-- The automatic target scanner is only working for vanilla due to client limitations
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-- on further expansions.
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--
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-- External functions:
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-- GetUnitData(name, active)
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-- Returns information of the given unitname. Returns nil if no match is found.
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-- When nothing is found and the active flag is set, the autoscanner will
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-- automatically pick it up and try to fill the missing entry by targetting the unit.
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--
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-- class[String] - The class of the unit
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-- level[Number] - The level of the unit
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-- elite[String] - The elite state of the unit (See UnitClassification())
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-- player[Boolean] - Returns true if unit is a player
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-- guild[String] - Returns guild name of unit is a player
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--
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-- Internal functions:
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-- libunitscan:AddData(db, name, class, level, elite)
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-- Adds unit data to a given db. Where db should be either "players" or "mobs"
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--
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-- return instantly when another libunitscan is already active
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if pfUI.api.libunitscan then return end
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local units = { players = {}, mobs = {} }
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local queue = { }
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function GetUnitData(name, active)
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if units["players"][name] then
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local ret = units["players"][name]
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return ret.class, ret.level, ret.elite, true, ret.guild
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elseif units["mobs"][name] then
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local ret = units["mobs"][name]
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return ret.class, ret.level, ret.elite, nil, nil
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elseif active then
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queue[name] = true
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libunitscan:Show()
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end
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end
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local function AddData(db, name, class, level, elite, guild)
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if not name or not db then return end
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units[db] = units[db] or {}
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units[db][name] = units[db][name] or {}
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units[db][name].class = class or units[db][name].class
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units[db][name].level = level or units[db][name].level
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units[db][name].elite = elite or units[db][name].elite
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units[db][name].guild = guild or units[db][name].guild
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queue[name] = nil
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end
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local libunitscan = CreateFrame("Frame", "pfUnitScan", UIParent)
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libunitscan:RegisterEvent("PLAYER_ENTERING_WORLD")
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libunitscan:RegisterEvent("FRIENDLIST_UPDATE")
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libunitscan:RegisterEvent("GUILD_ROSTER_UPDATE")
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libunitscan:RegisterEvent("RAID_ROSTER_UPDATE")
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libunitscan:RegisterEvent("PARTY_MEMBERS_CHANGED")
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libunitscan:RegisterEvent("PLAYER_TARGET_CHANGED")
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libunitscan:RegisterEvent("WHO_LIST_UPDATE")
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libunitscan:RegisterEvent("CHAT_MSG_SYSTEM")
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libunitscan:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
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libunitscan:SetScript("OnEvent", function()
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if event == "PLAYER_ENTERING_WORLD" then
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-- load pfUI_playerDB
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units.players = pfUI_playerDB
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-- update own character details
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local name = UnitName("player")
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local _, class = UnitClass("player")
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local level = UnitLevel("player")
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local guild = GetGuildInfo("player")
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AddData("players", name, class, level, nil, guild)
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elseif event == "FRIENDLIST_UPDATE" then
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local name, class, level
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for i = 1, GetNumFriends() do
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name, level, class = GetFriendInfo(i)
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class = L["class"][class] or nil
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-- friendlist updates due to friend going off-line return level 0, let's not overwrite good older values
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level = level > 0 and level or nil
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AddData("players", name, class, level)
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end
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elseif event == "GUILD_ROSTER_UPDATE" then
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local name, class, level, _, guild
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for i = 1, GetNumGuildMembers() do
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name, _, _, level, class = GetGuildRosterInfo(i)
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guild = GetGuildInfo("player")
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class = L["class"][class] or nil
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AddData("players", name, class, level, nil, guild)
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end
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elseif event == "RAID_ROSTER_UPDATE" then
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local name, class, SubGroup, level, _
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for i = 1, GetNumRaidMembers() do
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name, _, SubGroup, level, class = GetRaidRosterInfo(i)
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class = L["class"][class] or nil
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AddData("players", name, class, level)
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end
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elseif event == "PARTY_MEMBERS_CHANGED" then
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local name, class, level, unit, _, guild
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for i = 1, GetNumPartyMembers() do
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unit = "party" .. i
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_, class = UnitClass(unit)
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name = UnitName(unit)
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level = UnitLevel(unit)
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guild = GetGuildInfo(unit)
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AddData("players", name, class, level, nil, guild)
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end
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elseif event == "WHO_LIST_UPDATE" or event == "CHAT_MSG_SYSTEM" then
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local name, class, level, _
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for i = 1, GetNumWhoResults() do
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name, guild, level, _, class, _ = GetWhoInfo(i)
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class = L["class"][class] or nil
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AddData("players", name, class, level, nil, guild)
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end
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elseif event == "UPDATE_MOUSEOVER_UNIT" or event == "PLAYER_TARGET_CHANGED" then
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local scan = event == "PLAYER_TARGET_CHANGED" and "target" or "mouseover"
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local name, class, level, elite, _
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if UnitIsPlayer(scan) then
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_, class = UnitClass(scan)
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level = UnitLevel(scan)
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-- UnitLevel returns -1 for unknown levels, don't overwrite known values
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level = level > 0 and level or nil
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name = UnitName(scan)
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guild = GetGuildInfo(scan)
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AddData("players", name, class, level, nil, guild)
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else
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_, class = UnitClass(scan)
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elite = UnitClassification(scan)
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level = UnitLevel(scan)
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-- UnitLevel returns -1 for unknown levels, don't overwrite known values
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level = level > 0 and level or nil
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name = UnitName(scan)
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AddData("mobs", name, class, level, elite)
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end
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end
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end)
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-- since TargetByName can only be triggered within vanilla,
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-- we can't auto-scan targets on further expansions.
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if pfUI.client <= 11200 then
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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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libunitscan:SetScript("OnUpdate", function()
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-- don't scan when another unit is in target
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if UnitExists("target") or UnitName("target") then return end
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local name = next(queue)
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if name then
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-- disable sound
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_G.PlaySound = SoundOff
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-- try to target the unknown unit
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TargetByName(name, true)
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ClearTarget()
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-- enable sound again
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_G.PlaySound = SoundOn
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queue[name] = nil
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end
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this:Hide()
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end)
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end
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pfUI.api.libunitscan = libunitscan
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