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coa-elvui/ElvUI/Modules/Nameplates/Elements/Health.lua
T
andrew6180 b92401f2b3 Revert "Add absorbs, heal absorbs (#90)"
This reverts commit 3d7b873aa9.
2025-12-09 22:59:40 -07:00

307 lines
9.5 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local NP = E:GetModule('NamePlates')
local UF = E:GetModule('UnitFrames')
local LSM = E.Libs.LSM
local ipairs = ipairs
local unpack = unpack
local UnitPlayerControlled = UnitPlayerControlled
local UnitClass = UnitClass
local UnitReaction = UnitReaction
local UnitIsConnected = UnitIsConnected
local CreateFrame = CreateFrame
local UnitIsTapped = UnitIsTapped
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
local UnitIsPlayer = UnitIsPlayer
function NP:Health_UpdateColor(_, unit)
if not unit or self.unit ~= unit then return end
local element = self.Health
local r, g, b, t
if element.colorDisconnected and not UnitIsConnected(unit) then
t = self.colors.disconnected
elseif (element.colorClass and self.isPlayer) or (element.colorClassNPC and not self.isPlayer) or (element.colorClassPet and UnitPlayerControlled(unit) and not self.isPlayer) then
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif element.colorReaction and UnitReaction(unit, 'player') then
local reaction = UnitReaction(unit, 'player')
t = NP.db.colors.reactions[reaction == 4 and 'neutral' or reaction <= 3 and 'bad' or 'good']
elseif element.colorSmooth then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
elseif element.colorHealth then
t = NP.db.colors.health
end
if t then
r, g, b = t.r, t.g, t.b
element.r, element.g, element.b = r, g, b -- save these for the style filter to switch back
end
local db = NP:PlateDB(self)
if db.greyTappedTargets and UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not UnitIsPlayer(unit) and not UnitIsDeadOrGhost(unit) then
r, g, b = 0.5, 0.5, 0.5
element.r, element.g, element.b = r, g, b
end
local sf = NP:StyleFilterChanges(self)
if sf.HealthColor then
r, g, b = sf.HealthColor.r, sf.HealthColor.g, sf.HealthColor.b
end
if b then
element:SetStatusBarColor(r, g, b)
if element.bg then
element.bg:SetVertexColor(r * NP.multiplier, g * NP.multiplier, b * NP.multiplier)
end
end
if element.PostUpdateColor then
element:PostUpdateColor(unit, r, g, b)
end
end
function NP:Construct_Health(nameplate)
local Health = CreateFrame('StatusBar', nameplate:GetName()..'Health', nameplate)
Health:SetParent(nameplate)
Health:CreateBackdrop('Transparent', nil, nil, nil, nil, true, true)
Health:SetStatusBarTexture(LSM:Fetch('statusbar', NP.db.statusbar))
Health.considerSelectionInCombatHostile = true
Health.UpdateColor = NP.Health_UpdateColor
NP.StatusBars[Health] = true
local statusBarTexture = Health:GetStatusBarTexture()
local healthFlashTexture = Health:CreateTexture(nameplate:GetName()..'FlashTexture', 'OVERLAY')
healthFlashTexture:SetTexture(LSM:Fetch('background', 'ElvUI Blank'))
healthFlashTexture:Point('BOTTOMLEFT', statusBarTexture, 'BOTTOMLEFT')
healthFlashTexture:Point('TOPRIGHT', statusBarTexture, 'TOPRIGHT')
healthFlashTexture:Hide()
nameplate.HealthFlashTexture = healthFlashTexture
local clipFrame = CreateFrame("Frame", nil, Health)
clipFrame:SetScript("OnUpdate", UF.HealthClipFrame_OnUpdate)
clipFrame:SetAllPoints()
clipFrame:EnableMouse(false)
clipFrame.__frame = Health
Health.ClipFrame = clipFrame
return Health
end
function NP:Health_SetColors(nameplate, threatColors)
if threatColors then -- managed by ThreatIndicator_PostUpdate
nameplate.Health:SetColorTapping(nil)
nameplate.Health:SetColorSelection(nil)
nameplate.Health.colorReaction = nil
nameplate.Health.colorClass = nil
else
local db = NP:PlateDB(nameplate)
nameplate.Health:SetColorTapping(true)
nameplate.Health:SetColorSelection(true)
nameplate.Health.colorReaction = true
nameplate.Health.colorClass = db.health and db.health.useClassColor
end
end
function NP:Update_Health(nameplate, skipUpdate)
local db = NP:PlateDB(nameplate)
NP:Health_SetColors(nameplate)
if skipUpdate then return end
if db.health.enable then
if not nameplate:IsElementEnabled('Health') then
nameplate:EnableElement('Health')
end
nameplate.Health:Point('CENTER')
nameplate.Health:Point('LEFT')
nameplate.Health:Point('RIGHT')
E:SetSmoothing(nameplate.Health, NP.db.smoothbars)
elseif nameplate:IsElementEnabled('Health') then
nameplate:DisableElement('Health')
end
nameplate.Health.width = db.health.width
nameplate.Health.height = db.health.height
nameplate.Health:Height(db.health.height)
end
function NP:Update_HealComm(nameplate)
local db = NP:PlateDB(nameplate)
if db.health.enable and db.health.healPrediction then
if not nameplate:IsElementEnabled('HealCommBar') then
nameplate:EnableElement('HealCommBar')
end
nameplate.HealCommBar.myBar:SetStatusBarColor(NP.db.colors.healPrediction.personal.r, NP.db.colors.healPrediction.personal.g, NP.db.colors.healPrediction.personal.b)
nameplate.HealCommBar.otherBar:SetStatusBarColor(NP.db.colors.healPrediction.others.r, NP.db.colors.healPrediction.others.g, NP.db.colors.healPrediction.others.b)
elseif nameplate:IsElementEnabled('HealCommBar') then
nameplate:DisableElement('HealCommBar')
end
end
function NP.HealthClipFrame_HealComm(frame)
local pred = frame.HealCommBar
if pred then
NP:SetAlpha_HealComm(pred, true)
NP:SetVisibility_HealComm(pred)
end
end
function NP:SetAlpha_HealComm(obj, show)
obj.myBar:SetAlpha(show and 1 or 0)
obj.otherBar:SetAlpha(show and 1 or 0)
end
function NP:SetVisibility_HealComm(obj)
-- the first update is from `HealthClipFrame_HealComm`
-- we set this variable to allow `Configure_HealComm` to
-- update the elements overflow lock later on by option
if not obj.allowClippingUpdate then
obj.allowClippingUpdate = true
end
if obj.maxOverflow > 1 then
obj.myBar:SetParent(obj.health)
obj.otherBar:SetParent(obj.health)
else
obj.myBar:SetParent(obj.parent)
obj.otherBar:SetParent(obj.parent)
end
end
function NP:Construct_HealComm(frame)
local health = frame.Health
local parent = health.ClipFrame
local myBar = CreateFrame("StatusBar", nil, parent)
local otherBar = CreateFrame("StatusBar", nil, parent)
myBar:SetFrameLevel(health:GetFrameLevel()+1)
otherBar:SetFrameLevel(health:GetFrameLevel()+1)
NP.StatusBars[myBar] = true
NP.StatusBars[otherBar] = true
local healPrediction = {
myBar = myBar,
otherBar = otherBar,
PostUpdate = NP.UpdateHealComm,
maxOverflow = 1,
health = health,
parent = parent,
frame = frame
}
NP:SetAlpha_HealComm(healPrediction)
return healPrediction
end
function NP:Configure_HealComm(frame)
local db = NP:PlateDB(frame)
if db.health.enable and db.health.healPrediction then
if not frame:IsElementEnabled('HealComm4') then
frame:EnableElement('HealComm4')
end
local healPrediction = frame.HealCommBar
local c = db.colors.healPrediction
healPrediction.maxOverflow = 1 + (c.maxOverflow or 0)
if healPrediction.allowClippingUpdate then
NP:SetVisibility_HealComm(healPrediction)
end
local health = frame.Health
local orientation = health:GetOrientation()
local myBar = healPrediction.myBar
local otherBar = healPrediction.otherBar
myBar:SetOrientation(orientation)
otherBar:SetOrientation(orientation)
if orientation == "HORIZONTAL" then
local width = health:GetWidth()
width = (width > 0 and width) or health.WIDTH
local healthTexture = health:GetStatusBarTexture()
myBar:Size(width, 0)
myBar:ClearAllPoints()
myBar:Point("TOP", health, "TOP")
myBar:Point("BOTTOM", health, "BOTTOM")
myBar:Point("LEFT", healthTexture, "RIGHT")
otherBar:Size(width, 0)
otherBar:ClearAllPoints()
otherBar:Point("TOP", health, "TOP")
otherBar:Point("BOTTOM", health, "BOTTOM")
otherBar:Point("LEFT", myBar:GetStatusBarTexture(), "RIGHT")
else
local height = health:GetHeight()
height = (height > 0 and height) or health.HEIGHT
local healthTexture = health:GetStatusBarTexture()
myBar:Size(0, height)
myBar:ClearAllPoints()
myBar:Point("LEFT", health, "LEFT")
myBar:Point("RIGHT", health, "RIGHT")
myBar:Point("BOTTOM", healthTexture, "TOP")
otherBar:Size(0, height)
otherBar:ClearAllPoints()
otherBar:Point("LEFT", health, "LEFT")
otherBar:Point("RIGHT", health, "RIGHT")
otherBar:Point("BOTTOM", myBar:GetStatusBarTexture(), "TOP")
end
frame.HealCommBar.myBar:SetStatusBarColor(NP.db.colors.healPrediction.personal.r, NP.db.colors.healPrediction.personal.g, NP.db.colors.healPrediction.personal.b)
frame.HealCommBar.otherBar:SetStatusBarColor(NP.db.colors.healPrediction.others.r, NP.db.colors.healPrediction.others.g, NP.db.colors.healPrediction.others.b)
elseif frame:IsElementEnabled('HealComm4') then
frame:DisableElement('HealComm4')
end
end
local function UpdateFillBar(frame, previousTexture, bar, amount)
if amount == 0 then
bar:Hide()
return previousTexture
end
local orientation = frame:GetOrientation()
bar:ClearAllPoints()
if orientation == "HORIZONTAL" then
bar:SetPoint("TOPLEFT", previousTexture, "TOPRIGHT")
bar:SetPoint("BOTTOMLEFT", previousTexture, "BOTTOMRIGHT")
else
bar:SetPoint("BOTTOMRIGHT", previousTexture, "TOPRIGHT")
bar:SetPoint("BOTTOMLEFT", previousTexture, "TOPLEFT")
end
local totalWidth, totalHeight = frame:GetSize()
if orientation == "HORIZONTAL" then
bar:Width(totalWidth)
else
bar:Height(totalHeight)
end
return bar:GetStatusBarTexture()
end
function NP:UpdateHealComm(_, myIncomingHeal, allIncomingHeal)
local health = self.health
local previousTexture = health:GetStatusBarTexture()
previousTexture = UpdateFillBar(health, previousTexture, self.myBar, myIncomingHeal)
UpdateFillBar(health, previousTexture, self.otherBar, allIncomingHeal)
end