Files
coa-dbm/DBM-Core/DBM-Arrow.lua
T
Andrew6810 39c0ed874e init
2022-10-21 06:50:13 -07:00

251 lines
6.4 KiB
Lua

-- This file uses models and textures taken from TomTom. The 3d arrow model was created by Guillotine (curse.guillotine@gmail.com) and 2d minimap textures by Cladhaire.
----------------------------
-- Initialize variables --
----------------------------
-- globals
DBM.Arrow = {}
-- locals
local runAwayArrow
local targetType
local targetPlayer
local targetX, targetY
local hideTime, hideDistance
-- cached variables
local pi, pi2 = math.pi, math.pi * 2
local floor = math.floor
local sin, cos, atan2, sqrt, min = math.sin, math.cos, math.atan2, math.sqrt, math.min
local GetPlayerMapPosition = GetPlayerMapPosition
--------------------
-- Create Frame --
--------------------
local frame = CreateFrame("Button", nil, UIParent)
frame:Hide()
frame:SetFrameStrata("HIGH")
frame:SetWidth(56)
frame:SetHeight(42)
frame:SetMovable(true)
frame:EnableMouse(false)
frame:RegisterForDrag("LeftButton", "RightButton")
frame:SetScript("OnDragStart", function(self)
self:StartMoving()
end)
frame:SetScript("OnDragStop", function(self)
self:StopMovingOrSizing()
local point, _, _, x, y = self:GetPoint(1)
DBM.Options.ArrowPoint = point
DBM.Options.ArrowPosX = x
DBM.Options.ArrowPosY = y
end)
local arrow = frame:CreateTexture(nil, "OVERLAY")
arrow:SetTexture("Interface\\AddOns\\DBM-Core\\textures\\arrows\\Arrow.blp")
arrow:SetAllPoints(frame)
---------------------
-- Map Utilities --
---------------------
local SetMapToCurrentZone -- throttled SetMapToCurrentZone function to prevent lag issues with unsupported WorldMap addons
do
local lastMapUpdate = 0
function SetMapToCurrentZone(...)
if GetTime() - lastMapUpdate > 1 then
lastMapUpdate = GetTime()
return _G.SetMapToCurrentZone(...)
end
end
end
local calculateDistance
do
local mapSizes = DBM.MapSizes
function calculateDistance(x1, y1, x2, y2)
local mapName = GetMapInfo()
local floors = mapSizes[mapName]
if not floors then
return
end
local dims = floors[GetCurrentMapDungeonLevel()]
if not dims and levels and GetCurrentMapDungeonLevel() == 0 then -- we are in a known zone but the dungeon level seems to be wrong
SetMapToCurrentZone() -- fixes the dungeon level (if it was wrong for some reason)
dims = levels[GetCurrentMapDungeonLevel()] -- try again
end
if not dims then -- we are in an unknown dungeon :(
return
end
local dX = (x1 - x2) * dims[1]
local dY = (y1 - y2) * dims[2]
return sqrt(dX * dX + dY * dY)
end
end
-- GetPlayerFacing seems to return values between -pi and pi instead of 0 - 2pi sometimes since 3.3.3
local GetPlayerFacing = function(...)
local result = GetPlayerFacing(...)
if result < 0 then
result = result + pi2
end
return result
end
------------------------
-- Update the arrow --
------------------------
local updateArrow
do
local currentCell
function updateArrow(direction, distance)
local cell = floor(direction / pi2 * 108 + 0.5) % 108
if cell ~= currentCell then
currentCell = cell
local column = cell % 9
local row = floor(cell / 9)
local xStart = (column * 56) / 512
local yStart = (row * 42) / 512
local xEnd = ((column + 1) * 56) / 512
local yEnd = ((row + 1) * 42) / 512
arrow:SetTexCoord(xStart, xEnd, yStart, yEnd)
end
if distance then
if runAwayArrow then
local perc = distance / hideDistance
arrow:SetVertexColor(1 - perc, perc, 0)
if distance >= hideDistance then
frame:Hide()
end
else
local perc = min(distance, 100) / 100
arrow:SetVertexColor(1, 1 - perc, 0)
if distance <= hideDistance then
frame:Hide()
end
end
else
if runAwayArrow then
arrow:SetVertexColor(1, 0.3, 0)
else
arrow:SetVertexColor(1, 1, 0)
end
end
end
end
------------------------
-- OnUpdate Handler --
------------------------
do
local rotateState = 0
-- local skipFrame -- todo: skipping frames makes the arrow laggy, maybe skip frames if frame rate >= 45
frame:SetScript("OnUpdate", function(self, elapsed)
if WorldMapFrame:IsShown() then -- it doesn't work while the world map frame is shown
arrow:Hide()
return
end
-- skipFrame = not skipFrame
-- if skipFrame then
-- return
-- end
if hideTime and GetTime() > hideTime then
frame:Hide()
end
arrow:Show()
local x, y = GetPlayerMapPosition("player")
if x == 0 and y == 0 then
SetMapToCurrentZone()
x, y = GetPlayerMapPosition("player")
if x == 0 and y == 0 then
self:Hide() -- hide the arrow if you enter a zone without a map
return
end
end
if targetType == "player" then
targetX, targetY = GetPlayerMapPosition(targetPlayer)
if targetX == 0 and targetY == 0 then
self:Hide() -- hide the player if the target doesn't exist. TODO: just hide the texture and add a timeout
end
elseif targetType == "rotate" then
rotateState = rotateState + elapsed
targetX = x + cos(rotateState)
targetY = y + sin(rotateState)
end
if not targetX or not targetY then
return
end
local angle = atan2(x - targetX, targetY - y)
if angle <= 0 then -- -pi < angle < pi but we need/want a value between 0 and 2 pi
if runAwayArrow then
angle = -angle -- 0 < angle < pi
else
angle = pi - angle -- pi < angle < 2pi
end
else
if runAwayArrow then
angle = pi2 - angle -- pi < angle < 2pi
else
angle = pi - angle -- 0 < angle < pi
end
end
updateArrow(angle - GetPlayerFacing(), calculateDistance(x, y, targetX, targetY))
end)
end
----------------------
-- Public Methods --
----------------------
local function show(runAway, x, y, distance, time)
local player
if type(x) == "string" then
player, hideDistance, hideTime = x, y, hideDistance
end
frame:Show()
runAwayArrow = runAway
hideDistance = distance or runAway and 100 or 3
if time then
hideTime = time + GetTime()
else
hideTime = nil
end
if player then
targetType = "player"
targetPlayer = player
else
targetType = "fixed"
targetX, targetY = x, y
end
end
function DBM.Arrow:ShowRunTo(...)
return show(false, ...)
end
function DBM.Arrow:ShowRunAway(...)
return show(true, ...)
end
function DBM.Arrow:Hide(autoHide)
frame:Hide()
end
local function endMove()
frame:EnableMouse(false)
DBM.Arrow:Hide()
end
function DBM.Arrow:Move()
targetType = "rotate"
runAwayArrow = false
hideDistance = 5
frame:EnableMouse(true)
frame:Show()
DBM.Bars:CreateBar(25, DBM_ARROW_MOVABLE, "Interface\\Icons\\Spell_Holy_BorrowedTime")
DBM:Unschedule(endMove)
DBM:Schedule(25, endMove)
end
function DBM.Arrow:LoadPosition()
frame:SetPoint(DBM.Options.ArrowPoint, DBM.Options.ArrowPosX, DBM.Options.ArrowPosY)
end