if not WeakAuras.IsLibsOK() then return end local AddonName = ... local Private = select(2, ...) -- Lua APIs local tinsert, tsort = table.insert, table.sort local tostring = tostring local select, pairs, type = select, pairs, type local ceil = ceil -- WoW APIs local GetTalentInfo = GetTalentInfo local UnitClass = UnitClass local GetSpellInfo, GetItemInfo, GetItemIcon = GetSpellInfo, GetItemInfo, GetItemIcon local GetShapeshiftFormInfo, GetShapeshiftForm = GetShapeshiftFormInfo, GetShapeshiftForm local GetRuneCooldown, UnitCastingInfo, UnitChannelInfo = GetRuneCooldown, UnitCastingInfo, UnitChannelInfo local UnitDetailedThreatSituation = UnitDetailedThreatSituation local MAX_NUM_TALENTS = MAX_NUM_TALENTS or 40 local WeakAuras = WeakAuras local L = WeakAuras.L local SpellRange = LibStub("SpellRange-1.0") function WeakAuras.IsSpellInRange(spellId, unit) return SpellRange.IsSpellInRange(spellId, unit) end local LibRangeCheck = LibStub("LibRangeCheck-2.0") function WeakAuras.GetRange(unit, checkVisible) return LibRangeCheck:GetRange(unit, checkVisible); end function WeakAuras.CheckRange(unit, range, operator) local min, max = LibRangeCheck:GetRange(unit, true); if (type(range) ~= "number") then range = tonumber(range); end if (not range) then return end if (operator == "<=") then return (max or 999) <= range; else return (min or 0) >= range; end end local RangeCacheStrings = {friend = "", harm = "", misc = ""} local function RangeCacheUpdate() local friend, harm, misc = {}, {}, {} local friendString, harmString, miscString for range in LibRangeCheck:GetFriendCheckers() do tinsert(friend, range) end tsort(friend) for range in LibRangeCheck:GetHarmCheckers() do tinsert(harm, range) end tsort(harm) for range in LibRangeCheck:GetMiscCheckers() do tinsert(misc, range) end tsort(misc) for _, key in pairs(friend) do friendString = (friendString and (friendString .. ", ") or "") .. key end for _, key in pairs(harm) do harmString = (harmString and (harmString .. ", ") or "") .. key end for _, key in pairs(misc) do miscString = (miscString and (miscString .. ", ") or "") .. key end RangeCacheStrings.friend, RangeCacheStrings.harm, RangeCacheStrings.misc = friendString, harmString, miscString end LibRangeCheck:RegisterCallback(LibRangeCheck.CHECKERS_CHANGED, RangeCacheUpdate) function WeakAuras.UnitDetailedThreatSituation(unit1, unit2) local ok, aggro, status, threatpct, rawthreatpct, threatvalue = pcall(UnitDetailedThreatSituation, unit1, unit2) if ok then return aggro, status, threatpct, rawthreatpct, threatvalue end end WeakAuras.UnitCastingInfo = UnitCastingInfo WeakAuras.UnitChannelInfo = UnitChannelInfo local constants = { nameRealmFilterDesc = L[" Filter formats: 'Name', 'Name-Realm', '-Realm'. \n\nSupports multiple entries, separated by commas\nCan use \\ to escape -."], instanceFilterDeprecated = L["This filter has been moved to the Location trigger. Change your aura to use the new Location trigger or join the WeakAuras Discord server for help."], guildFilterDesc = L["Supports multiple entries, separated by commas. Escape with \\. Prefix with '-' for negation."], encounterDBMDesc = (WeakAuras.IsDBMRegistered() and "" or "|cFFFF0000") .. L["Requires Deadly Boss Mods (DBM) to detect encounters."] .. (WeakAuras.IsDBMRegistered() and "" or "|r") } WeakAuras.UnitRaidRole = function(unit) local raidID = UnitInRaid(unit) if raidID then return select(10, GetRaidRosterInfo(raidID + 1)) or "NONE" end end function WeakAuras.SpellSchool(school) return Private.combatlog_spell_school_types[school] or "" end function WeakAuras.RaidFlagToIndex(flag) return Private.combatlog_raidFlags[flag] or 0 end Private.function_strings = { count = [[ return function(count) if(count %s %s) then return true else return false end end ]], count_fraction = [[ return function(count, max) if max == 0 then return false end local fraction = count/max if(fraction %s %s) then return true else return false end end ]], always = [[ return function() return true end ]] }; local hsvFrame = CreateFrame("ColorSelect") -- HSV transition, for a much prettier color transition in many cases -- see http://www.wowinterface.com/forums/showthread.php?t=48236 function WeakAuras.GetHSVTransition(perc, r1, g1, b1, a1, r2, g2, b2, a2) --get hsv color for colorA hsvFrame:SetColorRGB(r1, g1, b1) local h1, s1, v1 = hsvFrame:GetColorHSV() -- hue, saturation, value --get hsv color for colorB hsvFrame:SetColorRGB(r2, g2, b2) local h2, s2, v2 = hsvFrame:GetColorHSV() -- hue, saturation, value local h3 = floor(h1 - (h1 - h2) * perc) -- find the shortest arc through the color circle, then interpolate local diff = h2 - h1 if diff < -180 then diff = diff + 360 elseif diff > 180 then diff = diff - 360 end h3 = (h1 + perc * diff) % 360 local s3 = s1 - ( s1 - s2 ) * perc local v3 = v1 - ( v1 - v2 ) * perc --get the RGB values of the new color hsvFrame:SetColorHSV(h3, s3, v3) local r, g, b = hsvFrame:GetColorRGB() --interpolate alpha local a = a1 - ( a1 - a2 ) * perc --return the new color return r, g, b, a end Private.anim_function_strings = { straight = [[ function(progress, start, delta) return start + (progress * delta) end ]], straightTranslate = [[ function(progress, startX, startY, deltaX, deltaY) return startX + (progress * deltaX), startY + (progress * deltaY) end ]], straightScale = [[ function(progress, startX, startY, scaleX, scaleY) return startX + (progress * (scaleX - startX)), startY + (progress * (scaleY - startY)) end ]], straightColor = [[ function(progress, r1, g1, b1, a1, r2, g2, b2, a2) return r1 + (progress * (r2 - r1)), g1 + (progress * (g2 - g1)), b1 + (progress * (b2 - b1)), a1 + (progress * (a2 - a1)) end ]], straightHSV = [[ function(progress, r1, g1, b1, a1, r2, g2, b2, a2) return WeakAuras.GetHSVTransition(progress, r1, g1, b1, a1, r2, g2, b2, a2) end ]], circle = [[ function(progress, startX, startY, deltaX, deltaY) local angle = progress * 2 * math.pi return startX + (deltaX * math.cos(angle)), startY + (deltaY * math.sin(angle)) end ]], circle2 = [[ function(progress, startX, startY, deltaX, deltaY) local angle = progress * 2 * math.pi return startX + (deltaX * math.sin(angle)), startY + (deltaY * math.cos(angle)) end ]], spiral = [[ function(progress, startX, startY, deltaX, deltaY) local angle = progress * 2 * math.pi return startX + (progress * deltaX * math.cos(angle)), startY + (progress * deltaY * math.sin(angle)) end ]], spiralandpulse = [[ function(progress, startX, startY, deltaX, deltaY) local angle = (progress + 0.25) * 2 * math.pi return startX + (math.cos(angle) * deltaX * math.cos(angle*2)), startY + (math.abs(math.cos(angle)) * deltaY * math.sin(angle*2)) end ]], shake = [[ function(progress, startX, startY, deltaX, deltaY) local prog if(progress < 0.25) then prog = progress * 4 elseif(progress < .75) then prog = 2 - (progress * 4) else prog = (progress - 1) * 4 end return startX + (prog * deltaX), startY + (prog * deltaY) end ]], starShakeDecay = [[ function(progress, startX, startY, deltaX, deltaY) local spokes = 10 local fullCircles = 4 local r = min(abs(deltaX), abs(deltaY)) local xScale = deltaX / r local yScale = deltaY / r local deltaAngle = fullCircles *2 / spokes * math.pi local p = progress * spokes local i1 = floor(p) p = p - i1 local angle1 = i1 * deltaAngle local angle2 = angle1 + deltaAngle local x1 = r * math.cos(angle1) local y1 = r * math.sin(angle1) local x2 = r * math.cos(angle2) local y2 = r * math.sin(angle2) local x, y = p * x2 + (1-p) * x1, p * y2 + (1-p) * y1 local ease = math.sin(progress * math.pi / 2) return ease * x * xScale, ease * y * yScale end ]], bounceDecay = [[ function(progress, startX, startY, deltaX, deltaY) local prog = (progress * 3.5) % 1 local bounce = math.ceil(progress * 3.5) local bounceDistance = math.sin(prog * math.pi) * (bounce / 4) return startX + (bounceDistance * deltaX), startY + (bounceDistance * deltaY) end ]], bounce = [[ function(progress, startX, startY, deltaX, deltaY) local bounceDistance = math.sin(progress * math.pi) return startX + (bounceDistance * deltaX), startY + (bounceDistance * deltaY) end ]], flash = [[ function(progress, start, delta) local prog if(progress < 0.5) then prog = progress * 2 else prog = (progress - 1) * 2 end return start + (prog * delta) end ]], pulse = [[ function(progress, startX, startY, scaleX, scaleY) local angle = (progress * 2 * math.pi) - (math.pi / 2) return startX + (((math.sin(angle) + 1)/2) * (scaleX - 1)), startY + (((math.sin(angle) + 1)/2) * (scaleY - 1)) end ]], alphaPulse = [[ function(progress, start, delta) local angle = (progress * 2 * math.pi) - (math.pi / 2) return start + (((math.sin(angle) + 1)/2) * delta) end ]], pulseColor = [[ function(progress, r1, g1, b1, a1, r2, g2, b2, a2) local angle = (progress * 2 * math.pi) - (math.pi / 2) local newProgress = ((math.sin(angle) + 1)/2); return r1 + (newProgress * (r2 - r1)), g1 + (newProgress * (g2 - g1)), b1 + (newProgress * (b2 - b1)), a1 + (newProgress * (a2 - a1)) end ]], pulseHSV = [[ function(progress, r1, g1, b1, a1, r2, g2, b2, a2) local angle = (progress * 2 * math.pi) - (math.pi / 2) local newProgress = ((math.sin(angle) + 1)/2); return WeakAuras.GetHSVTransition(newProgress, r1, g1, b1, a1, r2, g2, b2, a2) end ]], fauxspin = [[ function(progress, startX, startY, scaleX, scaleY) local angle = progress * 2 * math.pi return math.cos(angle) * scaleX, startY + (progress * (scaleY - startY)) end ]], fauxflip = [[ function(progress, startX, startY, scaleX, scaleY) local angle = progress * 2 * math.pi return startX + (progress * (scaleX - startX)), math.cos(angle) * scaleY end ]], backandforth = [[ function(progress, start, delta) local prog if(progress < 0.25) then prog = progress * 4 elseif(progress < .75) then prog = 2 - (progress * 4) else prog = (progress - 1) * 4 end return start + (prog * delta) end ]], wobble = [[ function(progress, start, delta) local angle = progress * 2 * math.pi return start + math.sin(angle) * delta end ]], hide = [[ function() return 0 end ]] }; Private.anim_presets = { -- Start and Finish slidetop = { type = "custom", duration = 0.25, use_translate = true, x = 0, y = 50, use_alpha = true, alpha = 0 }, slideleft = { type = "custom", duration = 0.25, use_translate = true, x = -50, y = 0, use_alpha = true, alpha = 0 }, slideright = { type = "custom", duration = 0.25, use_translate = true, x = 50, y = 0, use_alpha = true, alpha = 0 }, slidebottom = { type = "custom", duration = 0.25, use_translate = true, x = 0, y = -50, use_alpha = true, alpha = 0 }, fade = { type = "custom", duration = 0.25, use_alpha = true, alpha = 0 }, grow = { type = "custom", duration = 0.25, use_scale = true, scalex = 2, scaley = 2, use_alpha = true, alpha = 0 }, shrink = { type = "custom", duration = 0.25, use_scale = true, scalex = 0, scaley = 0, use_alpha = true, alpha = 0 }, spiral = { type = "custom", duration = 0.5, use_translate = true, x = 100, y = 100, translateType = "spiral", use_alpha = true, alpha = 0 }, bounceDecay = { type = "custom", duration = 1.5, use_translate = true, x = 50, y = 50, translateType = "bounceDecay", use_alpha = true, alpha = 0 }, starShakeDecay = { type = "custom", duration = 1, use_translate = true, x = 50, y = 50, translateType = "starShakeDecay", use_alpha = true, alpha = 0 }, -- Main shake = { type = "custom", duration = 0.5, use_translate = true, x = 10, y = 0, translateType = "circle2" }, spin = { type = "custom", duration = 1, use_scale = true, scalex = 1, scaley = 1, scaleType = "fauxspin" }, flip = { type = "custom", duration = 1, use_scale = true, scalex = 1, scaley = 1, scaleType = "fauxflip" }, wobble = { type = "custom", duration = 0.5, use_rotate = true, rotate = 3, rotateType = "wobble" }, pulse = { type = "custom", duration = 0.75, use_scale = true, scalex = 1.05, scaley = 1.05, scaleType = "pulse" }, alphaPulse = { type = "custom", duration = 0.5, use_alpha = true, alpha = 0.5, alphaType = "alphaPulse" }, rotateClockwise = { type = "custom", duration = 4, use_rotate = true, rotate = -360 }, rotateCounterClockwise = { type = "custom", duration = 4, use_rotate = true, rotate = 360 }, spiralandpulse = { type = "custom", duration = 6, use_translate = true, x = 100, y = 100, translateType = "spiralandpulse" }, circle = { type = "custom", duration = 4, use_translate = true, x = 100, y = 100, translateType = "circle" }, orbit = { type = "custom", duration = 4, use_translate = true, x = 100, y = 100, translateType = "circle", use_rotate = true, rotate = 360 }, bounce = { type = "custom", duration = 0.6, use_translate = true, x = 0, y = 25, translateType = "bounce" } }; function WeakAuras.CheckTalentByIndex(index, extraOption) local tab = ceil(index / MAX_NUM_TALENTS) local num_talent = (index - 1) % MAX_NUM_TALENTS + 1 local name, _, _, _, rank = GetTalentInfo(tab, num_talent) if name == nil then if GetTalentInfo(1, 1) == nil then -- No talents at all, likely to early to grab return nil else -- Talent doesn't exist; ignore it -- Should be cleared if missing, but struc doesn't exist yet return extraOption ~= 5 end end local result = rank and rank > 0 if extraOption == 4 then return result elseif extraOption == 5 then return not result end return result; end function WeakAuras.CheckNumericIds(loadids, currentId) if (not loadids or not currentId) then return false; end local searchFrom = 0; local startI, endI = string.find(loadids, currentId, searchFrom); while (startI) do searchFrom = endI + 1; -- start next search from end local isNeg = (startI > 1 and string.sub(loadids, startI - 1, startI - 1) == "-") if (isNeg or startI == 1 or tonumber(string.sub(loadids, startI - 1, startI - 1)) == nil) then -- Either right at start, or character before is not a number if (endI == string.len(loadids) or tonumber(string.sub(loadids, endI + 1, endI + 1)) == nil) then return not isNeg end end startI, endI = string.find(loadids, currentId, searchFrom); end return false; end function WeakAuras.ValidateNumeric(info, val) if val ~= nil and val ~= "" and (not tonumber(val) or tonumber(val) >= 2^31) then return false; end return true end function WeakAuras.ValidateTime(info, val) if val ~= nil and val ~= "" then if not tonumber(val) then if val:sub(1,1) == "-" then val = val:sub(2, #val) end return (val:match("^%d+:%d+:[%d%.]+$") or val:match("^%d+:[%d+%.]+$")) and true or false elseif tonumber(val) >= 2^31 then return false end end return true end function WeakAuras.TimeToSeconds(val) if tonumber(val) then return tonumber(val) else local sign = 1 if val:sub(1,1) == "-" then sign = -1 val = val:sub(2, #val) end local h, m, s = val:match("^(%d+):(%d+):([%d%.]+)$") if h and m and s then return (h*3600 + m*60 + s) * sign else local m, s = val:match("^(%d+):([%d%.]+)$") if m and s then return (m*60 + s) * sign end end end end Private.tinySecondFormat = function(value) if type(value) == "string" then value = tonumber(value) end if type(value) == "number" then local negative = value < 0 value = math.abs(value) local fraction = value - math.floor(value) local ret if value > 3600 then ret = ("%i:%02i:%02i"):format(math.floor(value / 3600), math.floor((value % 3600) / 60), value % 60) elseif value > 60 then ret = ("%i:%02i"):format(math.floor(value / 60), value % 60) else ret = ("%i"):format(value) end local negSign = negative and "-" or "" if fraction > 0 then return negSign .. ret .. tostring(Round(fraction * 100) / 100):sub(2) else return negSign .. ret end end end function Private.ExecEnv.GetSpecIcon(specID) return specID and Private.specid_to_icon[specID] or "" end function Private.ExecEnv.GetSpecName(specID) return specID and Private.specid_to_name[specID] or "" end function Private.ExecEnv.GetSpecID(specName) return specName and Private.specname_to_id[specName] or 0 end function Private.ExecEnv.GetUnitTalentSpec(unit) local spec = WeakAuras.LGT:GetUnitTalentSpec(unit) -- LibGroupTalents misses Guardian for tanks, so we fix it here if spec == L["Feral Combat"] then return (WeakAuras.LGT:GetUnitRole(unit) == "tank" and L["Guardian"]) or spec end return spec end function WeakAuras.CheckClassSpec(specID) specID = tonumber(specID) if not specID then return end local class = select(2, UnitClass("player")) or "" local currentSpec = Private.ExecEnv.GetUnitTalentSpec("player") or "" return Private.ExecEnv.GetSpecName(specID) == class .. currentSpec end function WeakAuras.SpecForUnit(unit) if not unit then return 0 end local spec = Private.ExecEnv.GetUnitTalentSpec(unit) local class = select(2, UnitClass(unit)) return (spec and class) and Private.ExecEnv.GetSpecID(class .. spec) or 0 end function Private.ExecEnv.ParseStringCheck(input) if not input then return end local matcher = { entries = {}, negativeEntries = {}, Check = function(self, e) return false end, CheckBoth = function(self, e) return self.entries[e] and not self.negativeEntries[e] end, CheckPositive = function(self, e) return self.entries[e] end, CheckNegative = function(self, e) return not self.negativeEntries[e] end, Add = function(self, e, negate) if negate then self.negativeEntries[e] = true else self.entries[e] = true end end } local start = 1 local escaped = false local partial = "" local negate = false for i = 1, #input do local c = input:sub(i, i) if escaped then escaped = false elseif c == '\\' then partial = partial .. input:sub(start, i - 1) start = i + 1 escaped = true elseif c == "," then matcher:Add(partial .. input:sub(start, i - 1):trim(), negate) start = i + 1 partial = "" negate = false elseif c == "-" and partial:trim() == "" and input:sub(start, i - 1):trim() == "" then start = i + 1 negate = true end end matcher:Add(partial .. input:sub(start, #input):trim(), negate) -- Update check function if next(matcher.entries) and next(matcher.negativeEntries) then matcher.Check = matcher.CheckBoth elseif next(matcher.entries) then matcher.Check = matcher.CheckPositive elseif next(matcher.negativeEntries) then matcher.Check = matcher.CheckNegative end return matcher end function WeakAuras.ValidateNumericOrPercent(info, val) if val ~= nil and val ~= "" then local index = val:find("%% *$") local number = index and tonumber(val:sub(1, index-1)) or tonumber(val) if(not number or number >= 2^31) then return false; end end return true end function Private.ExecEnv.CheckGroupMemberType(loadSetting, currentFlags) if loadSetting == "LEADER" then return bit.band(currentFlags, 1) == 1 elseif loadSetting == "ASSIST" then return bit.band(currentFlags, 2) == 2 else return currentFlags == 0 end end function Private.ExecEnv.CheckChargesDirection(direction, triggerDirection) return triggerDirection == "CHANGED" or (triggerDirection == "GAINED" and direction > 0) or (triggerDirection == "LOST" and direction < 0) end function Private.ExecEnv.CheckCombatLogFlags(flags, flagToCheck) if type(flags) ~= "number" then return end if(flagToCheck == "Mine") then return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_MINE) > 0 elseif (flagToCheck == "InGroup") then return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_OUTSIDER) == 0 elseif (flagToCheck == "InParty") then return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_PARTY) > 0 elseif (flagToCheck == "NotInGroup") then return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_OUTSIDER) > 0 end end function Private.ExecEnv.CheckCombatLogFlagsReaction(flags, flagToCheck) if type(flags) ~= "number" then return end if (flagToCheck == "Hostile") then return bit.band(flags, 64) ~= 0; elseif (flagToCheck == "Neutral") then return bit.band(flags, 32) ~= 0; elseif (flagToCheck == "Friendly") then return bit.band(flags, 16) ~= 0; end end local objectTypeToBit = { Object = 16384, Guardian = 8192, Pet = 4096, NPC = 2048, Player = 1024, } function Private.ExecEnv.CheckCombatLogFlagsObjectType(flags, flagToCheck) if type(flags) ~= "number" then return end local bitToCheck = objectTypeToBit[flagToCheck] if not bitToCheck then return end return bit.band(flags, bitToCheck) ~= 0; end function WeakAuras.IsSpellKnownForLoad(spell, exact) local result = WeakAuras.IsSpellKnown(spell) if exact or result then return result end -- Dance through the spellname to the current spell id spell = GetSpellInfo(spell) if spell then return WeakAuras.IsSpellKnown(spell) end end function WeakAuras.IsSpellKnown(spell, pet) local id = tonumber(spell) if id then if id > 0 and id < 2^31 then return IsSpellKnown(id, pet) end return false end return GetSpellInfo(spell) and true or false end function WeakAuras.IsSpellKnownIncludingPet(spell) if (not spell) then return false; end return WeakAuras.IsSpellKnown(spell, false) or WeakAuras.IsSpellKnown(spell, true) end function WeakAuras.IsGlyphActive(glyphID) for slot = 1, GetNumGlyphSockets() or 6 do local enabled, _, glyphId = GetGlyphSocketInfo(slot) if glyphID == glyphId then return enabled == 1 end end return false end function WeakAuras.GetEffectiveAttackPower() local base, pos, neg = UnitAttackPower("player") return base + pos + neg end function WeakAuras.GetEffectiveSpellPower() -- Straight from the PaperDoll local spellPower = 0 for i = 2, MAX_SPELL_SCHOOLS or 7 do spellPower = max(spellPower, GetSpellBonusDamage(i)) end return spellPower end function WeakAuras.GetEffectiveRangedAttackPower() local base, pos, neg = UnitRangedAttackPower("player") return base + pos + neg end function WeakAuras.IsTalentKnownForLoad(spell, exact) local result = WeakAuras.IsTalentKnown(spell) if exact or result then return result end return false end function WeakAuras.IsTalentKnown(spell) if (spell) then if tonumber(spell) then return C_CharacterAdvancement.IsKnownSpellID(spell) and true or false; else -- name of talent zzz if (GetSpellInfo(spell)) then -- maybe talent ability? return true end end end return false end function WeakAuras.IsSpecActive(specID) specID = specID and tonumber(specID) if not specID then return false end return SpecializationUtil.GetActiveSpecialization() == specID end function WeakAuras.IsMysticEnchantApplied(spellID) spellID = spellID and tonumber(spellID) if not spellID then return false end return MysticEnchantUtil.IsEnchantApplied("player", spellID) end ---helper to check if a condition is checked and have a single value, and return it function Private.checkForSingleLoadCondition(trigger, name, validateFn) local use_name = "use_"..name local trigger_use_name = trigger[use_name] local trigger_name = trigger[name] if trigger_use_name == true and trigger_name and trigger_name.single ~= nil and (validateFn == nil or validateFn(trigger_name.single)) then return trigger_name.single end if trigger_use_name == false and trigger_name and trigger_name.multi ~= nil then local count = 0 local key for k, v in pairs(trigger_name.multi) do if v ~= nil and (validateFn == nil or validateFn(k)) then count = count + 1 key = k end end if count == 1 then return key end end end Private.load_prototype = { -- Each entry -- name: name of argument for load function/option for options/setting in saved data -- Options data -- display: name to be displayed in the options -- type: type to be used for the options -- width: width in the options -- hidden: whether the option is shown in the options, defaults to false -- Load Function Data -- enable: whether the test should be tested or not, defaults to true -- test: overrides the default test -- init: whether the argument should be a function parameter or not. "arg" for yes. Defaults to no argument -- events: the events on which the test must be reevaluated -- optional: whether the test is relevant for the options classification between loaded and unloaded, defaults to false args = { { name ="generalTitle", display = L["General"], type = "description", }, { name = "combat", display = L["In Combat"], type = "tristate", width = WeakAuras.normalWidth, init = "arg", optional = true, events = {"PLAYER_REGEN_DISABLED", "PLAYER_REGEN_ENABLED"} }, { name = "never", display = L["Never"], type = "toggle", width = WeakAuras.normalWidth, test = "false", }, { name = "alive", display = L["Alive"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"PLAYER_DEAD", "PLAYER_ALIVE", "PLAYER_UNGHOST"} }, { name = "encounter", display = WeakAuras.newFeatureString .. L["In Encounter"], desc = constants.encounterDBMDesc, type = "tristate", width = WeakAuras.normalWidth, init = "arg", optional = true, events = {"ENCOUNTER_START", "ENCOUNTER_END"} }, { name = "pvpmode", display = L["PvP Mode Active"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"PLAYER_FLAGS_CHANGED", "UNIT_FACTION", "ZONE_CHANGED"} }, { name = "manastorm", display = L["In Manastorm"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, events = {"ACTIVE_MANASTORM_UPDATED"} }, { name = "vehicle", display = L["In Vehicle"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"VEHICLE_UPDATE", "UNIT_ENTERED_VEHICLE", "UNIT_EXITED_VEHICLE", "UNIT_FLAGS"} }, { name = "vehicleUi", display = L["Has Vehicle UI"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"VEHICLE_UPDATE", "UNIT_ENTERED_VEHICLE", "UNIT_EXITED_VEHICLE"} }, { name = "mounted", display = L["Mounted"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"MOUNTED_UPDATE"} }, { name ="playerTitle", display = L["Player"], type = "description", }, { name = "class", display = L["Player Class"], type = "multiselect", values = "class_types", init = "arg" }, { name = "specialization", display = L["Talent Specialization"], type = "multiselect", values = "specialization_types", test = "WeakAuras.IsSpecActive(%s)", preamble = "wipe(WeakAuras.specialization_types) for i = 1, SpecializationUtil.GetNumSpecializations() do WeakAuras.specialization_types[i] = i .. \". \" .. SpecializationUtil.GetSpecializationInfo(i) end", events = {"ASCENSION_CA_SPECIALIZATION_ACTIVE_ID_CHANGED"}, init = "arg" }, { name = "knowntalent", display = L["Talent"], type = "talent", test = "WeakAuras.IsTalentKnownForLoad(%s, %s)", events = {"ASCENSION_KNOWN_ENTRIES_UPDATED"}, orConjunctionGroup = "knowntalent", showExactOption = true, }, { name = "mysticenchantactive", display = L["Mystic Enchant"], type = "mysticenchant", test = "WeakAuras.IsMysticEnchantApplied(%s)", events = {"MYSTIC_ENCHANT_PRESET_SET_ACTIVE_RESULT", "MYSTIC_ENCHANT_SLOT_UPDATE", "PLAYER_EQUIPMENT_CHANGED", "SPELLS_CHANGED"}, showExactOption = true, }, { name = "not_mysticenchantactive", display = WeakAuras.newFeatureString .. L["|cFFFF0000Not|r Mystic Enchant"], type = "mysticenchant", test = "not WeakAuras.IsMysticEnchantApplied(%s)", events = {"MYSTIC_ENCHANT_PRESET_SET_ACTIVE_RESULT", "MYSTIC_ENCHANT_SLOT_UPDATE", "PLAYER_EQUIPMENT_CHANGED", "SPELLS_CHANGED"}, showExactOption = true, }, { name = "spellknown", display = L["Spell Known"], type = "spell", test = "WeakAuras.IsSpellKnownForLoad(%s, %s)", events = {"SPELLS_CHANGED", "UNIT_PET", "PLAYER_TALENT_UPDATE"}, showExactOption = true }, { name = "not_spellknown", display = WeakAuras.newFeatureString .. L["|cFFFF0000Not|r Spell Known"], type = "spell", test = "not WeakAuras.IsSpellKnownForLoad(%s, %s)", events = {"SPELLS_CHANGED", "UNIT_PET", "ASCENSION_KNOWN_ENTRIES_UPDATED"}, showExactOption = true }, { name = "player", init = "arg", enable = false, hidden = true }, { name = "realm", init = "arg", enable = false, hidden = true }, { name = "guild", init = "arg", enable = false, hidden = true }, { name = "namerealm", display = L["Player Name/Realm"], type = "string", multiline = true, test = "nameRealmChecker:Check(player, realm)", preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", desc = constants.nameRealmFilterDesc, }, { name = "ignoreNameRealm", display = L["|cFFFF0000Not|r Player Name/Realm"], type = "string", multiline = true, test = "not nameRealmIgnoreChecker:Check(player, realm)", preamble = "local nameRealmIgnoreChecker = Private.ExecEnv.ParseNameCheck(%q)", desc = constants.nameRealmFilterDesc, }, { name = "guildcheck", display = L["Guild"], type = "string", multiline = true, test = "guildChecker:Check(guild)", preamble = "local guildChecker = Private.ExecEnv.ParseStringCheck(%q)", desc = constants.guildFilterDesc, events = {"PLAYER_GUILD_UPDATE"} }, { name = "race", display = L["Player Race"], type = "multiselect", values = "race_types", init = "arg" }, { name = "faction", display = L["Player Faction"], type = "multiselect", values = "faction_group", init = "arg" }, { name = "level", display = L["Player Level"], type = "number", init = "arg", events = {"PLAYER_LEVEL_UP"}, multiEntry = { operator = "and", limit = 2 }, }, { name = "role", display = L["Spec Role"], type = "multiselect", values = "role_types", init = "arg", events = {"PLAYER_ROLES_ASSIGNED", "PLAYER_TALENT_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD"} }, { name = "spec_position", display = WeakAuras.newFeatureString .. L["Spec Position"], type = "multiselect", values = "spec_position_types", init = "arg", events = {"PLAYER_ROLES_ASSIGNED", "PLAYER_TALENT_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD"} }, { name = "raid_role", display = L["Raid Role"], type = "multiselect", values = "raid_role_types", init = "arg", events = {"PLAYER_ROLES_ASSIGNED"} }, { name = "ingroup", display = L["Group Type"], type = "multiselect", width = WeakAuras.normalWidth, init = "arg", values = "group_types", events = {"PARTY_MEMBERS_CHANGED", "RAID_ROSTER_UPDATE"}, optional = true, }, { name = "groupSize", display = L["Group Size"], type = "number", init = "arg", events = {"PARTY_MEMBERS_CHANGED", "RAID_ROSTER_UPDATE"}, multiEntry = { operator = "and", limit = 2 }, optional = true, }, { name = "group_leader", display = WeakAuras.newFeatureString .. L["Group Leader/Assist"], type = "multiselect", init = "arg", events = {"PARTY_LEADER_CHANGED", "PLAYER_FLAGS_CHANGED", "RAID_ROSTER_UPDATE"}, values = "group_member_types", test = "Private.ExecEnv.CheckGroupMemberType(%s, group_leader)", optional = true, }, { name = "ruleset", display = "PvP Ruleset", type = "multiselect", width = WeakAuras.normalWidth, init = "arg", values = "ruleset_types", events = {"ZONE_CHANGED_NEW_AREA", "PLAYER_FLAGS_CHANGED"} }, { name ="locationTitle", display = L["Location"], type = "description", }, { name = "zone", display = L["Zone Name"], type = "string", multiline = true, init = "arg", preamble = "local checker = Private.ExecEnv.ParseStringCheck(%q)", test = "checker:Check(zone)", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, desc = function() return ("\n|cffffd200%s|r%s\n\n%s"):format(L["Current Zone\n"], GetRealZoneText(), L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]) end, optional = true, }, { name = "zoneId", display = L["Player Location ID(s)"], type = "string", multiline = true, init = "arg", test = "WeakAuras.CheckNumericIds(%q, zoneId)", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, desc = function() return ("\n|cffffd200%s|r%s: %d\n\n%s"):format(L["Current Zone\n"], GetRealZoneText(), GetCurrentMapAreaID(), L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]) end, optional = true, }, { name = "subzone", display = L["Subzone Name"], type = "string", multiline = true, init = "arg", preamble = "local subzoneChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "subzoneChecker:Check(subzone)", events = { "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, desc = function() return ("\n|cffffd200%s|r%s\n\n%s"):format(L["Current Zone\n"], GetMinimapZoneText(), L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]) end, optional = true, }, { name = "encounterid", display = WeakAuras.newFeatureString .. L["Encounter ID(s)"], type = "string", init = "arg", multiline = true, desc = Private.get_encounters_list, test = "WeakAuras.CheckNumericIds(%q, encounterid)", events = {"ENCOUNTER_START", "ENCOUNTER_END"}, optional = true, }, { name = "size", display = L["Instance Size Type"], type = "multiselect", values = "instance_types", sorted = true, init = "arg", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "WA_DELAYED_PLAYER_ENTERING_WORLD"}, optional = true, }, { name = "difficulty", display = L["Instance Difficulty"], type = "multiselect", values = "difficulty_types", init = "arg", events = {"PLAYER_DIFFICULTY_CHANGED", "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "WA_DELAYED_PLAYER_ENTERING_WORLD"}, optional = true, }, { name ="equipmentTitle", display = L["Equipment"], type = "description", }, { name = "itemequiped", display = L["Item Equipped"], type = "item", multiEntry = { operator = "or" }, test = "IsEquippedItem(%s or '')", events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"}, only_exact = true, }, { name = "not_itemequiped", display = WeakAuras.newFeatureString .. L["|cFFFF0000Not|r Item Equipped"], type = "item", multiEntry = { operator = "or" }, test = "not IsEquippedItem(%s or '')", events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"}, only_exact = true, }, { name = "itemtypeequipped", display = L["Item Type Equipped"], type = "multiselect", test = "Private.ExecEnv.IsEquippedItemType(%s or '')", events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"}, values = "item_weapon_types" }, } }; local function AddUnitChangeInternalEvents(triggerUnit, t, includePets, unitisunit) if (triggerUnit == nil) then return end if (triggerUnit == "multi") then -- Handled by normal events" elseif triggerUnit == "pet" then tinsert(t, "PET_UPDATE") else if Private.multiUnitUnits[triggerUnit] then local isPet for unit in pairs(Private.multiUnitUnits[triggerUnit]) do isPet = WeakAuras.UnitIsPet(unit) if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then tinsert(t, "UNIT_CHANGED_" .. string.lower(unit)) if unitisunit then tinsert(t, "UNIT_IS_UNIT_CHANGED_" .. string.lower(unit) .. "_" .. string.lower(unitisunit)) end end end else tinsert(t, "UNIT_CHANGED_" .. string.lower(triggerUnit)) if unitisunit then tinsert(t, "UNIT_IS_UNIT_CHANGED_" .. string.lower(triggerUnit) .. "_" .. string.lower(unitisunit)) end end end end local function AddWatchedUnits(triggerUnit, includePets, unitisunit) if (triggerUnit == nil) then return end if (triggerUnit == "multi") then -- Handled by normal events" elseif triggerUnit == "pet" then WeakAuras.WatchForPetDeath(); else if Private.multiUnitUnits[triggerUnit] then local isPet for unit in pairs(Private.multiUnitUnits[triggerUnit]) do isPet = WeakAuras.UnitIsPet(unit) if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then if unitisunit then WeakAuras.WatchUnitChange(unitisunit) end WeakAuras.WatchUnitChange(unit) end end else if unitisunit then WeakAuras.WatchUnitChange(unitisunit) end WeakAuras.WatchUnitChange(triggerUnit) end end end local function AddUnitSpecChangeInternalEvents(triggerUnit, t) if (triggerUnit == nil) then return end if Private.multiUnitUnits[triggerUnit] then for unit in pairs(Private.multiUnitUnits[triggerUnit]) do local isPet = WeakAuras.UnitIsPet(unit) if (not isPet) then tinsert(t, "UNIT_SPEC_CHANGED_" .. string.lower(unit)) end end else tinsert(t, "UNIT_SPEC_CHANGED_" .. string.lower(triggerUnit)) end end local function AddUnitRoleChangeInternalEvents(triggerUnit, t) if (triggerUnit == nil) then return end if Private.multiUnitUnits[triggerUnit] then for unit in pairs(Private.multiUnitUnits[triggerUnit]) do if not WeakAuras.UnitIsPet(unit) then tinsert(t, "UNIT_ROLE_CHANGED_" .. string.lower(unit)) end end else if not WeakAuras.UnitIsPet(triggerUnit) then tinsert(t, "UNIT_ROLE_CHANGED_" .. string.lower(triggerUnit)) end end end local function AddRemainingCastInternalEvents(triggerUnit, t) if (triggerUnit == nil) then return end if Private.multiUnitUnits[triggerUnit] then for unit in pairs(Private.multiUnitUnits[triggerUnit]) do tinsert(t, "CAST_REMAINING_CHECK_" .. string.lower(unit)) end else tinsert(t, "CAST_REMAINING_CHECK_" .. string.lower(triggerUnit)) end end local function AddUnitEventForEvents(result, unit, event) if unit then if not result.unit_events then result.unit_events = {} end if not result.unit_events[unit] then result.unit_events[unit] = {} end tinsert(result.unit_events[unit], event) else if not result.events then result.events = {} end tinsert(result.events, event) end end local powerEvents = { [0] = { "UNIT_MANA", "UNIT_MAXMANA" }, [1] = { "UNIT_RAGE", "UNIT_MAXRAGE" }, [2] = { "UNIT_FOCUS", "UNIT_MAXFOCUS" }, [3] = { "UNIT_ENERGY", "UNIT_MAXENERGY" }, [27] = { "UNIT_HAPPINESS", "UNIT_MAXHAPPINESS" }, [6] = { "UNIT_RUNIC_POWER", "UNIT_MAXRUNIC_POWER" } } local function AddUnitEventForPowerEvents(result, unit, powerType) if powerType then if powerType == 4 then return end for _, event in ipairs(powerEvents[powerType]) do AddUnitEventForEvents(result, unit, event) end else for _, eventsList in pairs(powerEvents) do for _, event in ipairs(eventsList) do AddUnitEventForEvents(result, unit, event) end end end return result end local function AddTargetConditionEvents(result, useFocus) if useFocus then tinsert(result, "PLAYER_FOCUS_CHANGED") end tinsert(result, "PLAYER_TARGET_CHANGED") return result end Private.AddTargetConditionEvents = AddTargetConditionEvents local unitHelperFunctions = { UnitChangedForceEventsWithPets = function(trigger) local events = {} local includePets = trigger.use_includePets == true and trigger.includePets or nil if Private.multiUnitUnits[trigger.unit] then local isPet for unit in pairs(Private.multiUnitUnits[trigger.unit]) do isPet = WeakAuras.UnitIsPet(unit) if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then tinsert(events, {"UNIT_CHANGED_" .. unit, unit}) end end else if trigger.unit then tinsert(events, {"UNIT_CHANGED_" .. trigger.unit, trigger.unit}) end end return events end, UnitChangedForceEvents = function(trigger) local events = {} if Private.multiUnitUnits[trigger.unit] then for unit in pairs(Private.multiUnitUnits[trigger.unit]) do if not WeakAuras.UnitIsPet(unit) then tinsert(events, {"UNIT_CHANGED_" .. unit, unit}) end end else if trigger.unit then tinsert(events, {"UNIT_CHANGED_" .. trigger.unit, trigger.unit}) end end return events end, SpecificUnitCheck = function(trigger) if not trigger.use_specific_unit then return "local specificUnitCheck = true\n" end if trigger.unit == nil then return "local specificUnitCheck = false\n" end return string.format([=[ local specificUnitCheck = UnitIsUnit(%q, unit) ]=], trigger.unit or "") end } Private.event_categories = { spell = { name = L["Spell"], default = "Cooldown Progress (Spell)" }, item = { name = L["Item"], default = "Cooldown Progress (Item)" }, unit = { name = L["Player/Unit Info"], default = "Health" }, addons = { name = L["Other Addons"], default = "GTFO" }, combatlog = { name = L["Combat Log"], default = "Combat Log", }, event = { name = L["Other Events"], default = "Chat Message" }, custom = { name = L["Custom"], } } local GetNameAndIconForSpellName = function(trigger) if type(trigger.spellName) == "table" then return end local name, _, icon = GetSpellInfo(trigger.spellName or 0) return name, icon end Private.event_prototypes = { ["Unit Characteristics"] = { type = "unit", events = function(trigger) local unit = trigger.unit local result = {} AddUnitEventForEvents(result, unit, "UNIT_LEVEL") AddUnitEventForEvents(result, unit, "UNIT_FACTION") AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE") AddUnitEventForEvents(result, unit, "UNIT_FLAGS") AddUnitEventForEvents(result, unit, "PLAYER_FLAGS_CHANGED") if trigger.use_inRange then AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE") end return result; end, internal_events = function(trigger) local unit = trigger.unit local result = {} AddUnitChangeInternalEvents(unit, result, nil, trigger.use_unitisunit and trigger.unitisunit or nil) AddUnitRoleChangeInternalEvents(unit, result) AddUnitSpecChangeInternalEvents(unit, result) return result end, loadFunc = function(trigger) AddWatchedUnits(trigger.unit, nil, trigger.use_unitisunit and trigger.unitisunit or nil) if trigger.use_inRange then WeakAuras.WatchForPlayerInRange() end end, force_events = unitHelperFunctions.UnitChangedForceEvents, name = L["Unit Characteristics"], init = function(trigger) trigger.unit = trigger.unit or "target"; local ret = [=[ unit = string.lower(unit) local smart = %s local extraUnit = %q; local name, realm = WeakAuras.UnitNameWithRealm(unit) ]=]; ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger) return ret:format(trigger.unit == "group" and "true" or "false", trigger.unitisunit or ""); end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = "actual_unit_types_cast", desc = Private.actual_unit_types_cast_tooltip, test = "true", store = true, reloadOptions = true, }, { name = "unitisunit", display = L["Unit is Unit"], type = "unit", init = "UnitIsUnit(unit, extraUnit)", values = function(trigger) if Private.multiUnitUnits[trigger.unit] then return Private.actual_unit_types else return Private.actual_unit_types_with_specific end end, test = "unitisunit", desc = function() return L["Can be used for e.g. checking if \"boss1target\" is the same as \"player\"."] end, }, { name = "name", display = L["Name"], type = "string", store = true, hidden = true, test = "true" }, { name = "realm", display = L["Realm"], type = "string", store = true, hidden = true, test = "true" }, { name = "namerealm", display = L["Unit Name/Realm"], desc = constants.nameRealmFilterDesc, type = "string", multiline = true, preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "nameRealmChecker:Check(name, realm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.name, state.realm) end, operator_types = "none", }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select" }, { name = "specId", display = L["Specialization"], type = "multiselect", init = "WeakAuras.SpecForUnit(unit)", values = "spec_types_all", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" or trigger.unit == "player" end, desc = L["Requires syncing the specialization via LibGroupTalents."], }, { name = "classification", display = L["Classification"], type = "multiselect", init = "UnitClassification(unit)", values = "classification_types", store = true, conditionType = "select" }, { name = "creatureTypeIndex", display = L["Creature Type"], type = "multiselect", init = "Private.ExecEnv.creature_type_name_to_id[UnitCreatureType(unit or '') or 0]", values = "creature_type_types", store = true, sorted = true, conditionType = "select", }, { name = "creatureType", display = L["Creature Type Name"], init = "UnitCreatureType(unit)", store = true, test = "true", hidden = true, }, { name = "creatureFamilyIndex", display = L["Creature Family"], type = "multiselect", init = "Private.ExecEnv.creature_family_name_to_id[UnitCreatureFamily(unit or '') or 0]", values = "creature_family_types", store = true, sorted = true, conditionType = "select", }, { name = "creatureFamily", display = L["Creature Family Name"], init = "UnitCreatureFamily(unit)", store = true, test = "true", hidden = true, }, { name = "role", display = L["Spec Role"], type = "select", init = "WeakAuras.LGT:GetUnitRole(unit)", values = "role_types", store = true, conditionType = "select", }, { name = "raid_role", display = L["Raid Role"], type = "select", init = "WeakAuras.UnitRaidRole(unit)", values = "raid_role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "raidMarkIndex", display = L["Raid Mark"], type = "multiselect", values = "raid_mark_check_type", store = true, conditionType = "select", init = "GetRaidTargetIndex(unit) or 0" }, { name = "raidMark", display = L["Raid Mark Icon"], store = true, hidden = true, test = "true", init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''" }, { name = "dead", display = L["Dead"], type = "tristate", width = WeakAuras.doubleWidth, init = "UnitIsDeadOrGhost(unit)", store = true, conditionType = "bool", }, { name = "ignoreSelf", display = L["Ignore Self"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsUnit(\"player\", unit)" }, { name = "ignoreDisconnected", display = L["Ignore Disconnected"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitIsConnected(unit)" }, { name = "inRange", display = L["In Range"], desc = L["Uses UnitInRange() to check if in range. Matches default raid frames out of range behavior, which is between 25 to 40 yards depending on your class and spec."], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "Private.ExecEnv.UnitInRangeFixed(unit)" }, { name = "hostility", display = L["Hostility"], type = "select", init = "WeakAuras.GetPlayerReaction(unit)", values = "hostility_types", store = true, conditionType = "select", }, { name = "character", display = L["Character Type"], type = "select", init = "UnitIsPlayer(unit) and 'player' or 'npc'", values = "character_types", store = true, conditionType = "select" }, { name = "level", display = L["Level"], type = "number", init = "UnitLevel(unit)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."] }, { name = "attackable", display = L["Attackable"], type = "tristate", init = "UnitCanAttack('player', unit)", store = true, conditionType = "bool" }, { name = "inCombat", display = L["In Combat"], type = "tristate", init = "UnitAffectingCombat(unit)", store = true, conditionType = "bool" }, { name = "afk", display = L["Afk"], type = "tristate", init = "UnitIsAFK(unit)", store = true, conditionType = "bool" }, { name = "dnd", display = L["Do Not Disturb"], type = "tristate", init = "UnitIsDND(unit)", store = true, conditionType = "bool" }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, automaticrequired = true, progressType = "none" }, ["Faction Reputation"] = { type = "unit", progressType = "static", events = { ["events"] = { "UPDATE_FACTION", } }, internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"}, force_events = "UPDATE_FACTION", name = L["Faction Reputation"], statesParameter = "one", automaticrequired = true, init = function(trigger) local ret = [=[ local useWatched = %s local factionID = useWatched and Private.ExecEnv.GetWatchedFactionId() or %q local minValue, maxValue, currentValue local factionData = Private.ExecEnv.GetFactionDataByID(factionID) if not factionData then return end; local name, description = factionData.name, factionData.description local standingID = factionData.reaction local hasRep = factionData.isHeaderWithRep local barMin, barMax, barValue = factionData.currentReactionThreshold, factionData.nextReactionThreshold, factionData.currentStanding local atWarWith, canToggleAtWar, isHeader, isCollapsed, isWatched, isChild = factionData.atWarWith, factionData. canToggleAtWar, factionData.isHeader, factionData.isCollapsed, factionData.isWatched, factionData.isChild minValue, maxValue, currentValue = barMin, barMax, barValue local standing if tonumber(standingID) then standing = GetText("FACTION_STANDING_LABEL"..standingID, UnitSex("player")) end local isCapped = standingID == 8 and currentValue >= 42999 ]=] return ret:format(trigger.use_watched and "true" or "false", trigger.factionID or 0) end, args = { { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { name = "watched", display = L["Use Watched Faction"], type = "toggle", test = "true", reloadOptions = true, }, { name = "factionID", display = L["Faction"], required = true, type = "select", itemControl = "Dropdown-Currency", values = Private.GetReputations, headers = Private.GetReputationsHeaders, sorted = true, sortOrder = function() local sorted = Private.GetReputationsSorted() local sortOrder = {} for key, value in pairs(Private.GetReputations()) do tinsert(sortOrder, key) end table.sort(sortOrder, function(aKey, bKey) local aValue = sorted[aKey] local bValue = sorted[bKey] return aValue < bValue end) return sortOrder end, conditionType = "select", enable = function(trigger) return not trigger.use_watched end, reloadOptions = true, test = "true", }, { name = "name", display = L["Faction Name"], type = "string", store = true, hidden = "true", init = "name", test = "true" }, { name = "value", display = L["Reputation"], type = "number", store = true, init = [[currentValue - minValue]], conditionType = "number", progressTotal = "total", multiEntry = { operator = "and", limit = 2 }, }, { name = "total", display = L["Total Reputation"], type = "number", store = true, init = [[maxValue - minValue]], conditionType = "number", noProgressSource = true, multiEntry = { operator = "and", limit = 2 }, }, { name = "percentRep", display = L["Reputation (%)"], type = "number", init = "total ~= 0 and (value / total) * 100 or nil", store = true, conditionType = "number", noProgressSource = true, multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "standing", display = L["Standing"], type = "string", init = "standing", store = true, hidden = "true", test = "true" }, { name = "standingId", display = L["Standing"], type = "select", values = function() local ret = {} for i = 1, 8 do ret[i] = GetText("FACTION_STANDING_LABEL"..i, UnitSex("player")) end return ret end, init = "standingID", store = true, conditionType = "select", }, { name = "capped", display = L["Capped"], type = "tristate", init = "isCapped", conditionType = "bool", store = true, }, { name = "atWar", display = L["At War"], type = "tristate", init = "atWarWith", conditionType = "bool", store = true, }, } }, ["Experience"] = { type = "unit", progressType = "static", events = { ["events"] = { "PLAYER_XP_UPDATE", } }, internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"}, force_events = "PLAYER_XP_UPDATE", name = L["Player Experience"], init = function(trigger) return "" end, statesParameter = "one", args = { { name = "level", display = L["Level"], required = false, type = "number", store = true, init = [[UnitLevel("player")]], conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "currentXP", display = L["Current Experience"], type = "number", store = true, init = [[UnitXP("player")]], conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "totalXP" }, { name = "totalXP", display = L["Total Experience"], type = "number", store = true, init = [[UnitXPMax("player")]], conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "value", type = "number", store = true, init = "currentXP", hidden = true, test = "true", }, { name = "total", type = "number", store = true, init = "totalXP", hidden = true, test = "true", }, { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { name = "percentXP", display = L["Experience (%)"], type = "number", init = "total ~= 0 and (value / total) * 100 or nil", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { type = "header", name = "restedExperienceHeader", display = L["Rested Experience"], }, { name = "showRested", display = L["Show Rested Overlay"], type = "toggle", test = "true", reloadOptions = true, }, { name = "restedXP", display = L["Rested Experience"], init = [[GetXPExhaustion() or 0]], type = "number", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "percentrested", display = L["Rested Experience (%)"], init = "total ~= 0 and (restedXP / total) * 100 or nil", type = "number", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, }, overlayFuncs = { { name = L["Rested"], func = function(trigger, state) return "forward", state.restedXP end, enable = function(trigger) return trigger.use_showRested end }, }, automaticrequired = true }, ["Health"] = { type = "unit", includePets = "true", progressType = "static", events = function(trigger) local unit = trigger.unit local result = {} AddUnitEventForEvents(result, unit, "UNIT_HEALTH") AddUnitEventForEvents(result, unit, "UNIT_MAXHEALTH") AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE") if trigger.use_ignoreDead or trigger.use_ignoreDisconnected then AddUnitEventForEvents(result, unit, "UNIT_FLAGS") end if trigger.use_showAbsorb then AddUnitEventForEvents(result, unit, "UNIT_ABSORB_AMOUNT_CHANGED") end if trigger.use_showHealAbsorb then AddUnitEventForEvents(result, unit, "UNIT_HEAL_ABSORB_AMOUNT_CHANGED") end if trigger.use_inRange then AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE") end return result end, internal_events = function(trigger) local unit = trigger.unit local result = {} local includePets = trigger.use_includePets == true and trigger.includePets or nil AddUnitChangeInternalEvents(unit, result, includePets) if includePets ~= "PetsOnly" then AddUnitRoleChangeInternalEvents(unit, result) end AddUnitSpecChangeInternalEvents(unit, result) return result end, loadFunc = function(trigger) local includePets = trigger.use_includePets == true and trigger.includePets or nil AddWatchedUnits(trigger.unit, includePets) if trigger.use_inRange then WeakAuras.WatchForPlayerInRange() end end, force_events = unitHelperFunctions.UnitChangedForceEventsWithPets, name = L["Health"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = [=[ unit = string.lower(unit) local name, realm = WeakAuras.UnitNameWithRealm(unit) local smart = %s ]=]; ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger) return ret:format(trigger.unit == "group" and "true" or "false"); end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = "actual_unit_types_cast", desc = Private.actual_unit_types_cast_tooltip, test = "true", store = true }, { name = "health", display = L["Health"], type = "number", init = "UnitHealth(unit)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "maxhealth", formatter = "BigNumber", }, { name = "value", hidden = true, init = "health", store = true, test = "true" }, { name = "total", hidden = true, init = "UnitHealthMax(unit)", store = true, test = "true" }, { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { name = "percenthealth", display = L["Health (%)"], type = "number", init = "total ~= 0 and (value / total) * 100 or nil", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "deficit", display = L["Health Deficit"], type = "number", init = "total - value", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "total", formatter = "BigNumber", }, { name = "maxhealth", display = WeakAuras.newFeatureString .. L["Max Health"], type = "number", init = "total", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "BigNumber", }, { name = "showAbsorb", display = L["Show Absorb"], type = "toggle", test = "true", reloadOptions = true }, { name = "absorbMode", display = L["Absorb Display"], type = "select", test = "true", values = "absorb_modes", required = true, enable = function(trigger) return trigger.use_showAbsorb end }, { name = "absorb", type = "number", display = L["Absorb"], init = "UnitGetTotalAbsorbs(unit)", store = true, conditionType = "number", enable = function(trigger) return trigger.use_showAbsorb end }, { type = "header", name = "unitCharacteristicsHeader", display = L["Unit Characteristics"], }, { name = "name", display = L["Unit Name"], type = "string", store = true, hidden = true, test = "true" }, { name = "realm", display = L["Realm"], type = "string", store = true, hidden = true, test = "true" }, { name = "namerealm", display = L["Unit Name/Realm"], type = "string", multiline = true, preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "nameRealmChecker:Check(name, realm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.name, state.realm) end, operator_types = "none", desc = constants.nameRealmFilterDesc, }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."] }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select" }, { name = "specId", display = L["Specialization"], type = "multiselect", init = "WeakAuras.SpecForUnit(unit)", values = "spec_types_all", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" or trigger.unit == "player" end, desc = L["Requires syncing the specialization via LibGroupTalents."], }, { name = "role", display = L["Spec Role"], type = "select", init = "WeakAuras.LGT:GetUnitRole(unit)", values = "role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" or trigger.unit == "player" end }, { name = "raid_role", display = L["Raid Role"], type = "select", init = "WeakAuras.UnitRaidRole(unit)", values = "raid_role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "raidMarkIndex", display = L["Raid Mark"], type = "multiselect", values = "raid_mark_check_type", store = true, conditionType = "select", init = "GetRaidTargetIndex(unit) or 0" }, { name = "raidMark", display = L["Raid Mark Icon"], store = true, hidden = true, test = "true", init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''" }, { type = "header", name = "miscellaneousHeader", display = L["Miscellaneous"], enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, }, { name = "includePets", display = L["Include Pets"], type = "select", values = "include_pets_types", width = WeakAuras.normalWidth, test = "true", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "ignoreSelf", display = L["Ignore Self"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsUnit(\"player\", unit)" }, { name = "ignoreDead", display = L["Ignore Dead"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsDeadOrGhost(unit)" }, { name = "ignoreDisconnected", display = L["Ignore Disconnected"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitIsConnected(unit)" }, { name = "inRange", display = L["In Range"], desc = L["Uses UnitInRange() to check if in range. Matches default raid frames out of range behavior, which is between 25 to 40 yards depending on your class and spec."], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "Private.ExecEnv.UnitInRangeFixed(unit)" }, { name = "nameplateType", display = L["Hostility"], type = "select", init = "WeakAuras.GetPlayerReaction(unit)", values = "hostility_types", conditionType = "select", store = true, }, { name = "name", hidden = true, init = "UnitName(unit)", test = "true" }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, overlayFuncs = { { name = L["Absorb"], func = function(trigger, state) local absorb = state.absorb if (trigger.absorbMode == "OVERLAY_FROM_START") then return 0, absorb; else return "forward", absorb; end end, enable = function(trigger) return trigger.use_showAbsorb; end }, { name = L["Heal Absorb"], func = function(trigger, state) local healabsorb = state.healabsorb if (trigger.absorbHealMode == "OVERLAY_FROM_START") then return 0, healabsorb; else return "forward", healabsorb; end end, enable = function(trigger) return trigger.use_showHealAbsorb; end }, }, automaticrequired = true }, ["Power"] = { type = "unit", progressType = "static", events = function(trigger) local unit = trigger.unit local result = {} local powerType = trigger.use_powertype and trigger.powertype if trigger.powertype == 4 then local _, class = UnitClass("player") AddUnitEventForEvents(result, unit, "UNIT_COMBO_POINTS") AddUnitEventForEvents(result, unit, "UNIT_TARGET") if class == "DRUID" then AddUnitEventForEvents(result, unit, "UNIT_MODEL_CHANGED") end -- For units not in multiUnitUnits, add FRAME_UPDATE to ensure smooth power updates elseif unit and not Private.multiUnitUnits[unit] then if not result.events then result.events = {} end tinsert(result.events, "FRAME_UPDATE") else AddUnitEventForPowerEvents(result, unit, powerType) end -- The api for spell power costs is not meant to be for other units if trigger.use_showCost and unit == "player" then AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_START") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_STOP") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_FAILED") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_SUCCEEDED") end -- Register shared events unless we're in the FRAME_UPDATE case if (not (unit and not Private.multiUnitUnits[unit])) or (trigger.powertype == 4) then AddUnitEventForEvents(result, unit, "UNIT_DISPLAYPOWER") AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE") if trigger.use_ignoreDead or trigger.use_ignoreDisconnected then AddUnitEventForEvents(result, unit, "UNIT_FLAGS") end if trigger.use_inRange then AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE") end end return result; end, internal_events = function(trigger) local unit = trigger.unit local result = {} local includePets = trigger.use_includePets == true and trigger.includePets or nil AddUnitChangeInternalEvents(unit, result, includePets) if includePets ~= "PetsOnly" then AddUnitRoleChangeInternalEvents(unit, result) end AddUnitSpecChangeInternalEvents(unit, result) if trigger.use_showCost and trigger.unit == "player" then tinsert(result, "WA_UNIT_QUEUED_SPELL_CHANGED"); end return result end, loadFunc = function(trigger) if trigger.use_showCost and trigger.unit == "player" then WeakAuras.WatchForQueuedSpell() end local includePets = trigger.use_includePets == true and trigger.includePets or nil AddWatchedUnits(trigger.unit, includePets) if trigger.use_inRange then WeakAuras.WatchForPlayerInRange() end end, force_events = unitHelperFunctions.UnitChangedForceEventsWithPets, name = L["Power"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = {} table.insert(ret, ([=[ unit = string.lower(unit) local name, realm = WeakAuras.UnitNameWithRealm(unit) local smart = %s local powerType = %s local unitPowerType = UnitPowerType(unit); local powerTypeToCheck = powerType or unitPowerType; ]=]):format(trigger.unit == "group" and "true" or "false", trigger.use_powertype and trigger.powertype or "nil")) local powerType = trigger.use_powertype and trigger.powertype or nil -- Combo Points if powerType == 4 then local _, class = UnitClass("player") table.insert(ret, [[ local comboUnit = UnitInVehicle(unit) and 'vehicle' or unit local power = GetComboPoints(comboUnit, 'target') local total = MAX_COMBO_POINTS ]]) if class == "ROGUE" then table.insert(ret, [[ unitPowerType = 4 ]]) elseif class == "DRUID" then local formName = GetSpellInfo(768) or "" table.insert(ret, ([[ local index = GetShapeshiftForm() or 0 local form = index > 0 and select(2, GetShapeshiftFormInfo(index)) == %q if form or comboUnit == 'vehicle' then unitPowerType = 4 end ]]):format(formName)) end -- Happiness elseif powerType == 27 then table.insert(ret, [[ local power = UnitPower(unit, 4) local total = math.max(1, UnitPowerMax(unit, 4)) ]]) else table.insert(ret, [[ local power = UnitPower(unit, powerType) local total = math.max(1, UnitPowerMax(unit, powerType)) ]]) end table.insert(ret, unitHelperFunctions.SpecificUnitCheck(trigger)) local canEnableShowCost = (not trigger.use_powertype) and trigger.unit == "player"; if (canEnableShowCost and trigger.use_showCost) then table.insert(ret, [[ if (event == "UNIT_DISPLAYPOWER") then local cost = WeakAuras.GetSpellCost(powerTypeToCheck) if state.cost ~= cost then state.cost = cost state.changed = true end elseif ( (event == "UNIT_SPELLCAST_START" or event == "UNIT_SPELLCAST_STOP" or event == "UNIT_SPELLCAST_FAILED" or event == "UNIT_SPELLCAST_SUCCEEDED") and unit == "player") or event == "WA_UNIT_QUEUED_SPELL_CHANGED" then local cost = WeakAuras.GetSpellCost(powerTypeToCheck) if state.cost ~= cost then state.cost = cost state.changed = true end end ]]) end return table.concat(ret) end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = "actual_unit_types_cast", desc = Private.actual_unit_types_cast_tooltip, test = "true", store = true }, { name = "powertype", display = L["Power Type"], type = "select", values = function(trigger) if trigger and trigger.unit ~= "player" then return Private.power_types else return Private.power_types_player end end, init = "powerTypeToCheck", test = "true", store = true, conditionType = "select", reloadOptions = true }, { name = "requirePowerType", display = L["Only if Primary"], type = "toggle", test = "unitPowerType == powerType", enable = function(trigger) return trigger.use_powertype end, }, { name = "showCost", display = L["Overlay Cost of Casts"], type = "toggle", test = "true", enable = function(trigger) return (not trigger.use_powertype) and trigger.unit == "player"; end, reloadOptions = true }, { name = "power", display = L["Power"], type = "number", init = "power", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "total" }, { name = "value", hidden = true, init = "power", store = true, test = "true" }, { name = "total", hidden = true, init = "total", store = true, test = "true" }, { name = "stacks", hidden = true, init = "power", store = true, test = "true" }, { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { name = "percentpower", display = L["Power (%)"], type = "number", init = "total ~= 0 and (value / total) * 100 or nil", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "deficit", display = L["Power Deficit"], type = "number", init = "total - value", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "total" }, { name = "maxpower", display = WeakAuras.newFeatureString .. L["Max Power"], type = "number", init = "total", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "name", display = L["Unit Name"], type = "string", store = true, hidden = true, test = "true" }, { name = "realm", display = L["Realm"], type = "string", store = true, hidden = true, test = "true" }, { type = "header", name = "unitCharacteristicsHeader", display = L["Unit Characteristics"], }, { name = "namerealm", display = L["Unit Name/Realm"], type = "string", multiline = true, preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "nameRealmChecker:Check(name, realm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.name, state.realm) end, operator_types = "none", desc = constants.nameRealmFilterDesc, }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."], enable = function(trigger) return trigger.powertype ~= 4 end }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select" }, { name = "specId", display = L["Specialization"], type = "multiselect", init = "WeakAuras.SpecForUnit(unit)", values = "spec_types_all", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" or trigger.unit == "player" end, desc = L["Requires syncing the specialization via LibGroupTalents."], }, { name = "role", display = L["Spec Role"], type = "select", init = "WeakAuras.LGT:GetUnitRole(unit)", values = "role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" or trigger.unit == "player" end }, { name = "raid_role", display = L["Raid Role"], type = "select", init = "WeakAuras.UnitRaidRole(unit)", values = "raid_role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "raidMarkIndex", display = L["Raid Mark"], type = "multiselect", values = "raid_mark_check_type", store = true, conditionType = "select", init = "GetRaidTargetIndex(unit) or 0" }, { name = "raidMark", display = L["Raid Mark Icon"], store = true, hidden = true, test = "true", init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''" }, { type = "header", name = "miscellaneousHeader", display = L["Miscellaneous"], enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, }, { name = "includePets", display = L["Include Pets"], type = "select", values = "include_pets_types", width = WeakAuras.normalWidth, test = "true", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "ignoreSelf", display = L["Ignore Self"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsUnit(\"player\", unit)" }, { name = "ignoreDead", display = L["Ignore Dead"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsDeadOrGhost(unit)" }, { name = "ignoreDisconnected", display = L["Ignore Disconnected"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitIsConnected(unit)" }, { name = "inRange", display = L["In Range"], desc = L["Uses UnitInRange() to check if in range. Matches default raid frames out of range behavior, which is between 25 to 40 yards depending on your class and spec."], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "Private.ExecEnv.UnitInRangeFixed(unit)" }, { name = "nameplateType", display = L["Hostility"], type = "select", init = "WeakAuras.GetPlayerReaction(unit)", values = "hostility_types", store = true, conditionType = "select", enable = function(trigger) return trigger.powertype ~= 4 end }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, overlayFuncs = { { name = L["Spell Cost"], func = function(trigger, state) return "back", type(state.cost) == "number" and state.cost; end, enable = function(trigger) return trigger.use_showCost and (not trigger.use_powertype) and trigger.unit == "player"; end }, }, automaticrequired = true }, ["Combat Log"] = { type = "combatlog", events = { ["events"] = {"COMBAT_LOG_EVENT_UNFILTERED"} }, init = function(trigger) local ret = [[ local use_cloneId = %s; ]]; return ret:format(trigger.use_cloneId and "true" or "false"); end, name = L["Combat Log"], statesParameter = "all", args = { {}, -- timestamp ignored with _ argument {}, -- messageType ignored with _ argument (it is checked before the dynamic function) -- {}, -- we don't have hideCaster { type = "header", name = "sourceHeader", display = L["Source Info"], }, { name = "sourceGUID", init = "arg", hidden = "true", test = "true", store = true, display = L["Source GUID"], formatter = "guid", formatterArgs = { color = "class" } }, { name = "sourceUnit", display = L["Source Unit"], type = "unit", test = "(sourceGUID or '') == (UnitGUID(%q) or '') and sourceGUID", values = "actual_unit_types_with_specific", enable = function(trigger) return not (trigger.subeventPrefix == "ENVIRONMENTAL") end, store = true, conditionType = "select", conditionTest = function(state, needle, op) return state and state.show and ((state.sourceGUID or '') == (UnitGUID(needle) or '')) == (op == "==") end }, { name = "sourceName", display = L["Source Name"], type = "string", multiline = true, init = "arg", store = true, conditionType = "string", preamble = "local sourceNameChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "sourceNameChecker:Check(sourceName)", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."], }, { name = "sourceNpcId", display = L["Source NPC Id"], type = "string", multiline = true, init = "tostring(tonumber(string.sub(sourceGUID or '', 8, 12), 16) or '')", store = true, conditionType = "string", preamble = "local sourceNpcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "sourceNpcIdChecker:Check(sourceNpcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.sourceNpcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."], enable = function(trigger) return not (trigger.subeventPrefix == "ENVIRONMENTAL") end, }, { name = "sourceFlags", display = L["Source Affiliation"], type = "select", values = "combatlog_flags_check_type", init = "arg", store = true, test = "Private.ExecEnv.CheckCombatLogFlags(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlags(state.sourceFlags, needle) == (op == "==") end end }, { name = "sourceFlags2", display = L["Source Reaction"], type = "select", values = "combatlog_flags_check_reaction", test = "Private.ExecEnv.CheckCombatLogFlagsReaction(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlagsReaction(state.sourceFlags, needle) == (op == "==") end end }, { name = "sourceFlags3", display = L["Source Object Type"], type = "select", values = "combatlog_flags_check_object_type", test = "Private.ExecEnv.CheckCombatLogFlagsObjectType(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlagsObjectType(state.sourceFlags, needle) == (op == "==") end end }, -- we don't have sourceRaidFlags { type = "header", name = "destHeader", display = L["Destination Info"], enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destGUID", init = "arg", hidden = "true", test = "true", store = true, display = L["Destination GUID"], formatter = "guid", formatterArgs = { color = "class" } }, { name = "destUnit", display = L["Destination Unit"], type = "unit", test = "(destGUID or '') == (UnitGUID(%q) or '') and destGUID", values = "actual_unit_types_with_specific", enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, store = true, conditionType = "select", conditionTest = function(state, needle, op) return state and state.show and ((state.destGUID or '') == (UnitGUID(needle) or '')) == (op == "==") end }, { name = "destName", display = L["Destination Name"], type = "string", multiline = true, init = "arg", store = true, conditionType = "string", preamble = "local destNameChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "destNameChecker:Check(destName)", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."], enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destNpcId", display = L["Destination NPC Id"], type = "string", multiline = true, init = "tostring(tonumber(string.sub(destGUID or '', 8, 12), 16) or '')", store = true, conditionType = "string", preamble = "local destNpcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "destNpcIdChecker:Check(destNpcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.destNpcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."], enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { -- destName ignore for SPELL_CAST_START enable = function(trigger) return (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end }, { name = "destFlags", display = L["Destination Affiliation"], type = "select", values = "combatlog_flags_check_type", init = "arg", store = true, test = "Private.ExecEnv.CheckCombatLogFlags(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlags(state.destFlags, needle) == (op == "==") end end, enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destFlags2", display = L["Destination Reaction"], type = "select", values = "combatlog_flags_check_reaction", test = "Private.ExecEnv.CheckCombatLogFlagsReaction(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlagsReaction(state.destFlags, needle) == (op == "==") end end, enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destFlags3", display = L["Destination Object Type"], type = "select", values = "combatlog_flags_check_object_type", test = "Private.ExecEnv.CheckCombatLogFlagsObjectType(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlagsObjectType(state.destFlags, needle) == (op == "==") end end, enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, {-- destFlags ignore for SPELL_CAST_START enable = function(trigger) return (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, -- we don't have destRaidFlags { type = "header", name = "subeventHeader", display = L["Subevent Info"], enable = function(trigger) return trigger.subeventPrefix and ( trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix == "ENVIRONMENTAL" or trigger.subeventPrefix:find("DAMAGE") or trigger.subeventPrefix:find("SPELL")) or trigger.subeventSuffix and ( -- trigger.subeventSuffix == "_ABSORBED" -- we don't have that trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL" or trigger.subeventSuffix == "_DAMAGE" or trigger.subeventSuffix == "_HEAL" or trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH" or trigger.subeventSuffix == "_DAMAGE" or trigger.subeventSuffix == "_MISSED" or trigger.subeventSuffix == "_EXTRA_ATTACKS" or trigger.subeventSuffix == "_CAST_FAILED" or trigger.subeventSuffix:find("DOSE") or trigger.subeventSuffix:find("AURA")) end, }, { name = "spellId", display = L["Spell Id"], init = "arg", enable = function(trigger) return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE")) end, store = true, preambleGroup = "spell", preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddExact(%q)" }, test = "spellChecker:Check(spellId)", conditionType = "number", type = "spell", showExactOption = false, noProgressSource = true }, { name = "spellName", display = L["Spell Name"], type = "spell", noValidation = true, init = "arg", enable = function(trigger) return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE")) end, store = true, preambleGroup = "spell", preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(%q)" }, test = "spellChecker:Check(spellId)", conditionType = "string" }, { name = "spellSchool", display = WeakAuras.newFeatureString .. L["Spell School"], type = "select", values = "combatlog_spell_school_types_for_ui", sorted = true, test = "spellSchool == %d", init = "arg", conditionType = "select", store = true, enable = function(trigger) return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE")) end }, { name = "environmentalType", display = L["Environment Type"], type = "select", init = "arg", values = "environmental_types", enable = function(trigger) return trigger.subeventPrefix == "ENVIRONMENTAL" end, store = true, conditionType = "select" }, { name = "missType", display = L["Miss Type"], type = "select", init = "arg", values = "miss_types", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_MISSED" or trigger.subeventPrefix == "DAMAGE_SHIELD_MISSED") end, conditionType = "select", store = true }, { name = "extraSpellId", display = WeakAuras.newFeatureString .. L["Extra Spell Id"], init = "arg", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL") end, test = "GetSpellInfo(%q or '') == extraSpellName", type = "spell", showExactOption = false, store = true, conditionType = "number", noProgressSource = true }, { name = "extraSpellName", display = L["Extra Spell Name"], type = "spell", noValidation = true, init = "arg", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL") end, store = true, conditionType = "string" }, { enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL") end }, -- extraSchool ignored with _ argument { name = "auraType", display = L["Aura Type"], type = "select", init = "arg", values = "aura_types", store = true, enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix:find("AURA") or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_STOLEN") end, conditionType = "select" }, { name = "amount", display = L["Amount"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventSuffix == "_HEAL" or trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH" or trigger.subeventPrefix:find("DAMAGE")) end, store = true, conditionType = "number" }, { name = "overkill", display = L["Overkill"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "number" }, { name = "overhealing", display = L["Overhealing"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventSuffix == "_HEAL" end, store = true, conditionType = "number" }, { enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end }, -- damage school ignored with _ argument { name = "resisted", display = L["Resisted"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "number" }, { name = "blocked", display = L["Blocked"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "number" }, { name = "absorbed", display = L["Absorbed"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT" or trigger.subeventSuffix == "_HEAL") end, store = true, conditionType = "number" }, { name = "critical", display = L["Critical"], type = "tristate", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT" or trigger.subeventSuffix == "_HEAL") end, store = true, conditionType = "bool" }, { name = "glancing", display = L["Glancing"], type = "tristate", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "bool" }, { name = "crushing", display = L["Crushing"], type = "tristate", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "bool" }, -- we don't have isOffHand :( { name = "number", display = L["Number"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_EXTRA_ATTACKS" or trigger.subeventSuffix:find("DOSE")) end, store = true, conditionType = "number" }, { name = "overEnergize", display = L["Over Energize"], type = "number", init = "arg", store = true, conditionType = "number", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_ENERGIZE") end }, { name = "powerType", display = L["Power Type"], type = "select", init = "arg", values = "power_types", store = true, enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH") end, conditionType = "select" }, { name = "extraAmount", display = L["Extra Amount"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH") end, store = true, conditionType = "number" }, { enable = function(trigger) return trigger.subeventSuffix == "_CAST_FAILED" end }, -- failedType ignored with _ argument - theoretically this is not necessary because it is the last argument in the event, but it is added here for completeness { type = "header", name = "miscellaneousHeader", display = L["Miscellaneous"], }, { name = "cloneId", display = L["Clone per Event"], type = "toggle", test = "true", init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''" }, { hidden = true, name = "icon", init = "(spellId and select(3, GetSpellInfo(spellId))) or 'Interface\\\\Icons\\\\INV_Misc_QuestionMark'", store = true, test = "true" }, }, countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, ["Cooldown Progress (Spell)"] = { type = "spell", events = {}, loadInternalEventFunc = function(trigger, untrigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0; if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end if spellName == nil then return {} end local events = { "SPELL_COOLDOWN_CHANGED:" .. spellName, "COOLDOWN_REMAINING_CHECK:" .. spellName, "WA_DELAYED_PLAYER_ENTERING_WORLD" }; if (trigger.use_showgcd) then tinsert(events, "GCD_START"); tinsert(events, "GCD_CHANGE"); tinsert(events, "GCD_END"); end return events; end, force_events = "SPELL_COOLDOWN_FORCE", name = L["Cooldown/Charges/Count"], loadFunc = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0; if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end WeakAuras.WatchSpellCooldown(spellName, trigger.use_matchedRune) if (trigger.use_showgcd) then WeakAuras.WatchGCD(); end end, init = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end if (type(spellName) == "string") then spellName = "[[" .. spellName .. "]]"; end local ret = {} local showOnCheck = "false"; if (trigger.genericShowOn == "showOnReady") then showOnCheck = "startTime and startTime == 0 or gcdCooldown"; elseif (trigger.genericShowOn == "showOnCooldown") then showOnCheck = "startTime and startTime > 0 and not gcdCooldown"; elseif (trigger.genericShowOn == "showAlways") then showOnCheck = "startTime ~= nil"; end local trackSpecificCharge = trigger.use_trackcharge and trigger.trackcharge and trigger.trackcharge ~= "" local track = trigger.track or "auto" if track == "auto" and trackSpecificCharge then track = "charges" end table.insert(ret, ([=[ local spellname = %s local ignoreRuneCD = %s local showgcd = %s; local ignoreSpellKnown = %s; local track = %q local effectiveSpellId = spellname local name, _, icon = GetSpellInfo(effectiveSpellId) local startTime, duration, gcdCooldown, readyTime, paused = WeakAuras.GetSpellCooldown(effectiveSpellId, ignoreRuneCD, showgcd, ignoreSpellKnown, track) local charges, maxCharges, spellCount, chargeGainTime, chargeLostTime = WeakAuras.GetSpellCharges(effectiveSpellId, ignoreSpellKnown) local stacks = maxCharges and maxCharges > 1 and charges or (spellCount and spellCount > 0 and spellCount) or nil; if (charges == nil) then -- Use fake charges for spells that use GetSpellCooldown charges = (duration == 0 or gcdCooldown) and 1 or 0; end local genericShowOn = %s local expirationTime = startTime and duration and startTime + duration state.spellname = spellname; ]=]):format( spellName, (trigger.use_matchedRune and "true" or "false"), (trigger.use_showgcd and "true" or "false"), (trigger.use_ignoreSpellKnown and "true" or "false"), track, showOnCheck )) if (not trackSpecificCharge) then table.insert(ret, [=[ if paused then if not state.paused then state.paused = true state.expirationTime = nil state.changed = true end if state.remaining ~= startTime then state.remaining = startTime state.changed = true end else if (state.expirationTime ~= expirationTime) then state.expirationTime = expirationTime; state.changed = true; end if state.paused then state.paused = false state.remaining = nil state.changed = true end end if (state.duration ~= duration) then state.duration = duration; state.changed = true; end state.progressType = 'timed'; ]=]) else -- Tracking charges local trackedCharge = tonumber(trigger.trackcharge) or 1; table.insert(ret, ([=[ local trackedCharge = %s if (charges > trackedCharge) then if (state.expirationTime ~= 0) then state.expirationTime = 0; state.changed = true; end if (state.duration ~= 0) then state.duration = 0; state.changed = true; end state.value = nil; state.total = nil; state.progressType = 'timed'; else if duration then expirationTime = expirationTime + (trackedCharge - charges) * duration end if (state.expirationTime ~= expirationTime) then state.expirationTime = expirationTime; state.changed = true; end if (state.duration ~= duration) then state.duration = duration; state.changed = true; end state.value = nil; state.total = nil; state.progressType = 'timed'; end ]=]):format(trackedCharge - 1)) end if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then table.insert(ret, ([[ local remaining = 0; if (not paused and expirationTime and expirationTime > 0) then remaining = expirationTime - GetTime(); local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then local event = "COOLDOWN_REMAINING_CHECK:" .. %s Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck, event); end end ]]):format(tonumber(trigger.remaining or 0) or 0, spellName)) end return table.concat(ret) end, GetNameAndIcon = GetNameAndIconForSpellName, statesParameter = "one", progressType = "timed", args = { { }, -- Ignore first argument (id) { name = "spellName", required = true, display = L["Spell"], type = "spell", test = "true", showExactOption = true, }, { name = "extra Cooldown Progress (Spell)", display = function(trigger) return function() local text = ""; if trigger.track == "charges" then text = L["Tracking Charge CDs"] elseif trigger.track == "cooldown" then text = L["Tracking Only Cooldown"] end if trigger.use_showgcd then if text ~= "" then text = text .. "; " end text = text .. L["Show GCD"] end if trigger.use_matchedRune then if text ~= "" then text = text .. "; " end text = text ..L["Ignore Rune CDs"] end if trigger.use_ignoreSpellKnown then if text ~= "" then text = text .. "; " end text = text .. L["Disabled Spell Known Check"] end if trigger.genericShowOn ~= "showOnReady" and trigger.track ~= "cooldown" then if trigger.use_trackcharge and trigger.trackcharge and trigger.trackcharge ~= "" then if text ~= "" then text = text .. "; " end text = text .. L["Tracking Charge %i"]:format(trigger.trackcharge) end end if text == "" then return L["|cFFffcc00Extra Options:|r None"] end return L["|cFFffcc00Extra Options:|r %s"]:format(text) end end, type = "collapse", }, { name = "track", display = L["Track Cooldowns"], type = "select", values = "cooldown_types", collapse = "extra Cooldown Progress (Spell)", test = "true", required = true, default = "auto" }, { name = "showgcd", display = L["Show Global Cooldown"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Spell)" }, { name = "matchedRune", display = L["Ignore Rune CD"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Spell)" }, { name = "ignoreSpellKnown", display = L["Disable Spell Known Check"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Spell)" }, { name = "trackcharge", display = L["Show CD of Charge"], type = "number", enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") and trigger.track ~= "cooldown" end, test = "true", noOperator = true, collapse = "extra Cooldown Progress (Spell)" }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end }, { name = "charges", display = L["Charges"], type = "number", store = true, conditionType = "number", progressTotal = "maxCharges" }, { name = "spellCount", display = L["Spell Count"], type = "number", store = true, conditionType = "number" }, { name = "stacks", init = "stacks", hidden = true, test = "true", store = true }, { hidden = true, name = "maxCharges", store = true, display = L["Max Charges"], conditionType = "number", test = "true", }, { hidden = true, name = "readyTime", display = L["Since Ready"], conditionType = "elapsedTimer", store = true, test = "true" }, { hidden = true, name = "chargeGainTime", display = L["Since Charge Gain"], conditionType = "elapsedTimer", store = true, test = "true" }, { hidden = true, name = "chargeLostTime", display = L["Since Charge Lost"], conditionType = "elapsedTimer", store = true, test = "true" }, { hidden = true, name = "effectiveSpellId", display = L["Effective Spell Id"], conditionType = "number", store = true, test = "true", operator_types = "only_equal" }, { name = "genericShowOn", display = L["Show"], type = "select", values = "cooldown_progress_behavior_types", test = "true", required = true, default = "showOnCooldown" }, { hidden = true, name = "onCooldown", test = "true", display = L["On Cooldown"], conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (state.paused or (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime())) == (needle == 1) end, }, { hidden = true, name = "gcdCooldown", store = true, test = "true" }, { name = "spellUsable", display = L["Spell Usable"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and ((IsUsableSpell((type(state.spellname) == "number" and GetSpellInfo(state.spellname)) or state.spellname) == 1 and true or false) == (needle == 1)) end, conditionEvents = AddTargetConditionEvents({ "SPELL_UPDATE_USABLE", "UNIT_MANA:player", "UNIT_RAGE:player", "UNIT_FOCUS:player", "UNIT_ENERGY:player", "UNIT_RUNIC_POWER:player" }), }, { name = "insufficientResources", display = L["Insufficient Resources"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and ((select(2, IsUsableSpell((type(state.spellname) == "number" and GetSpellInfo(state.spellname)) or state.spellname)) == 1 and true or false) == (needle == 1)) end, conditionEvents = AddTargetConditionEvents({ "SPELL_UPDATE_USABLE", "UNIT_MANA:player", "UNIT_RAGE:player", "UNIT_FOCUS:player", "UNIT_ENERGY:player", "UNIT_RUNIC_POWER:player" }), }, { name = "spellInRange", display = L["Spell in Range"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (UnitExists('target') and state.spellname and WeakAuras.IsSpellInRange(state.spellname, 'target') == needle) end, conditionEvents = AddTargetConditionEvents({ "WA_SPELL_RANGECHECK", }), }, { hidden = true, test = "genericShowOn" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasSpellID = true, automaticrequired = true, }, ["Cooldown Ready (Spell)"] = { type = "spell", events = {}, loadInternalEventFunc = function(trigger, untrigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end if spellName == nil then return {} end return { "SPELL_COOLDOWN_READY:" .. spellName } end, name = L["Cooldown Ready Event"], loadFunc = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end WeakAuras.WatchSpellCooldown(spellName, false) end, init = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end if (type(spellName) == "string") then spellName = "[[" .. spellName .. "]]"; end local ret = [=[ local triggerSpellName = %s local name, _, icon = GetSpellInfo(triggerSpellName) ]=] return ret:format(spellName) end, GetNameAndIcon = GetNameAndIconForSpellName, statesParameter = "one", args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", init = "arg", showExactOption = true, test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasSpellID = true, timedrequired = true, progressType = "timed" }, ["Charges Changed"] = { type = "spell", events = {}, loadInternalEventFunc = function(trigger, untrigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end if spellName == nil then return {} end return { "SPELL_CHARGES_CHANGED:" .. spellName } end, name = L["Charges Changed Event"], loadFunc = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end WeakAuras.WatchSpellCooldown(spellName); end, init = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if not trigger.use_exact_spellName then spellName = type(spellName) == "number" and GetSpellInfo(spellName) or spellName; end if (type(spellName) == "string") then spellName = "[[" .. spellName .. "]]"; end local ret = [=[ local triggerSpellName = %s local name, _, icon = GetSpellInfo(triggerSpellName) ]=] return ret:format(spellName) end, statesParameter = "one", GetNameAndIcon = GetNameAndIconForSpellName, args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", init = "arg", showExactOption = true, test = "true" }, { name = "direction", required = true, display = L["Charge gained/lost"], type = "select", values = "charges_change_type", init = "arg", test = "Private.ExecEnv.CheckChargesDirection(direction, %q)", store = true, conditionType = "select", conditionValues = "charges_change_condition_type"; conditionTest = function(state, needle) return state and state.show and state.direction and Private.ExecEnv.CheckChargesDirection(state.direction, needle) end, }, { name = "charges", display = L["Charges"], type = "number", init = "arg", store = true, conditionType = "number" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasSpellID = true, timedrequired = true, progressType = "timed" }, ["Cooldown Progress (Item)"] = { type = "item", events = {}, internal_events = function(trigger, untrigger) local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") local events = { "ITEM_COOLDOWN_READY:" .. itemName, "ITEM_COOLDOWN_CHANGED:" .. itemName, "ITEM_COOLDOWN_STARTED:" .. itemName, "COOLDOWN_REMAINING_CHECK:" .. itemName, } if (trigger.use_showgcd) then tinsert(events, "GCD_START"); tinsert(events, "GCD_CHANGE"); tinsert(events, "GCD_END"); end return events end, force_events = "ITEM_COOLDOWN_FORCE", name = L["Cooldown Progress (Item)"], loadFunc = function(trigger) WeakAuras.WatchItemCooldown(trigger.itemName or 0) if (trigger.use_showgcd) then WeakAuras.WatchGCD(); end end, init = function(trigger) local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") local ret = [=[ local itemname = %s; local name = GetItemInfo(itemname or 0) or "Invalid" local icon = GetItemIcon(itemname) or "" local showgcd = %s local startTime, duration, enabled, gcdCooldown = WeakAuras.GetItemCooldown(itemname, showgcd); local expirationTime = startTime + duration local genericShowOn = %s state.itemname = itemname; ]=]; if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then local ret2 = [[ local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0; local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then local event = "COOLDOWN_REMAINING_CHECK:" .. %s Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck, event); end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0, itemName); end return ret:format(itemName, trigger.use_showgcd and "true" or "false", "[[" .. (trigger.genericShowOn or "") .. "]]"); end, GetNameAndIcon = function(trigger) local name = GetItemInfo(trigger.itemName or 0) local icon = GetItemIcon(trigger.itemName or 0) return name, icon end, statesParameter = "one", args = { { name = "itemName", required = true, display = L["Item"], type = "item", test = "true" }, --[[{ maybe some day name = "itemId", display = WeakAuras.newFeatureString .. L["ItemId"], hidden = true, init = "itemId", test = "true", store = true, conditionType = "number", operator_types = "only_equal", },]] { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end, init = "remaining" }, { name = "extra Cooldown Progress (Item)", display = function(trigger) return function() local text = ""; if trigger.use_showgcd then if text ~= "" then text = text .. "; " end text = text .. L["Show GCD"] end if text == "" then return L["|cFFffcc00Extra Options:|r None"] end return L["|cFFffcc00Extra Options:|r %s"]:format(text) end end, type = "collapse", }, { name = "showgcd", display = L["Show Global Cooldown"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Item)" }, { name = "genericShowOn", display = L["Show"], type = "select", values = "cooldown_progress_behavior_types", test = "true", required = true, default = "showOnCooldown" }, { hidden = true, name = "enabled", store = true, test = "true", }, { hidden = true, name = "onCooldown", test = "true", display = L["On Cooldown"], conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime() or state.enabled == 0) == (needle == 1) end, }, { hidden = true, name = "gcdCooldown", store = true, test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "progressType", hidden = true, init = "'timed'", store = true, test = "true" }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { hidden = true, test = "(genericShowOn == \"showOnReady\" and (startTime == 0 and enabled == 1 or gcdCooldown))" .. "or (genericShowOn == \"showOnCooldown\" and (startTime > 0 or enabled == 0) and not gcdCooldown) " .. "or (genericShowOn == \"showAlways\")" } }, hasItemID = true, automaticrequired = true, progressType = "timed" }, ["Cooldown Progress (Equipment Slot)"] = { type = "item", events = { ["unit_events"] = { ["player"] = {"UNIT_INVENTORY_CHANGED"} } }, internal_events = function(trigger, untrigger) local slot = trigger.itemSlot or 0 local events = { "ITEM_SLOT_COOLDOWN_STARTED:" .. slot, "ITEM_SLOT_COOLDOWN_CHANGED:" .. slot, "COOLDOWN_REMAINING_CHECK:" .. slot, "ITEM_SLOT_COOLDOWN_ITEM_CHANGED:" .. slot, "ITEM_SLOT_COOLDOWN_READY:" .. slot, "WA_DELAYED_PLAYER_ENTERING_WORLD" } if (trigger.use_showgcd) then tinsert(events, "GCD_START"); tinsert(events, "GCD_CHANGE"); tinsert(events, "GCD_END"); end return events end, force_events = "ITEM_COOLDOWN_FORCE", name = L["Cooldown Progress (Slot)"], loadFunc = function(trigger) WeakAuras.WatchItemSlotCooldown(trigger.itemSlot); if (trigger.use_showgcd) then WeakAuras.WatchGCD(); end end, init = function(trigger) local ret = [[ local showgcd = %s local itemSlot = %s local startTime, duration, enable, gcdCooldown = WeakAuras.GetItemSlotCooldown(itemSlot, showgcd) local expirationTime = startTime + duration local genericShowOn = %s local remaining = startTime + duration - GetTime(); local name = "" local item = GetInventoryItemID("player", itemSlot or 0) if item then name = GetItemInfo(item) end local icon = GetInventoryItemTexture("player", itemSlot or 0) local stacks = GetInventoryItemCount("player", itemSlot or 0) if ((stacks == 1) and (not GetInventoryItemTexture("player", itemSlot or 0))) then stacks = 0 end ]]; if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then local ret2 = [[ local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0; local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then local event = "COOLDOWN_REMAINING_CHECK:" .. %s Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck, event); end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0, trigger.itemSlot or 0); end return ret:format(trigger.use_showgcd and "true" or "false", trigger.itemSlot or "0", "[[" .. (trigger.genericShowOn or "") .. "]]"); end, GetNameAndIcon = function(trigger) local item = GetInventoryItemID("player", trigger.itemSlot or 0); local name if (item) then name = GetItemInfo(item) end local icon = GetInventoryItemTexture("player", trigger.itemSlot or 0) return name, icon end, statesParameter = "one", args = { { name = "itemId", display = WeakAuras.newFeatureString .. L["ItemId"], hidden = true, init = "item", test = "true", store = true, conditionType = "number", operator_types = "only_equal", }, { name = "itemSlot", required = true, display = L["Equipment Slot"], type = "select", values = "item_slot_types", test = "true" }, { name = "extra Cooldown Progress (Equipment Slot)", display = function(trigger) return function() local text = ""; if trigger.use_showgcd then if text ~= "" then text = text .. "; " end text = text .. L["Show GCD"] end if text == "" then return L["|cFFffcc00Extra Options:|r None"] end return L["|cFFffcc00Extra Options:|r %s"]:format(text) end end, type = "collapse", }, { name = "showgcd", display = L["Show Global Cooldown"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Equipment Slot)" }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end, init = "remaining" }, { name = "testForCooldown", display = L["is useable"], type = "toggle", test = "enable == 1" }, { name = "genericShowOn", display = L["Show"], type = "select", values = "cooldown_progress_behavior_types", test = "true", required = true, default = "showOnCooldown" }, { name = "progressType", hidden = true, init = "'timed'", store = true, test = "true" }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, --[[{ maybe some day name = "itemId", display = L["ItemId"], hidden = true, init = "item", test = "true", store = true, conditionType = "number", operator_types = "only_equal", },]] { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "stacks", display = L["Stacks"], init = "stacks", hidden = true, test = "true", store = true, conditionType = "number" }, { hidden = true, name = "onCooldown", test = "true", display = L["On Cooldown"], conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime()) == (needle == 1); end, }, { hidden = true, name = "gcdCooldown", store = true, test = "true" }, { hidden = true, test = "(genericShowOn == \"showOnReady\" and (startTime == 0 or gcdCooldown)) " .. "or (genericShowOn == \"showOnCooldown\" and startTime > 0 and not gcdCooldown) " .. "or (genericShowOn == \"showAlways\")" } }, automaticrequired = true, hasItemID = true, progressType = "timed" }, ["Cooldown Ready (Item)"] = { type = "item", events = {}, internal_events = function(trigger) return { "ITEM_COOLDOWN_READY:" .. (trigger.itemName or 0) } end, name = L["Cooldown Ready Event (Item)"], loadFunc = function(trigger) WeakAuras.WatchItemCooldown(trigger.itemName or 0) end, init = function(trigger) local ret = [[ local itemName = %s local name = GetItemInfo(itemName) or "Invalid" local icon = GetItemIcon(itemName) or "" ]] local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") return ret:format(itemName) end, GetNameAndIcon = function(trigger) local name = GetItemInfo(trigger.itemName or 0) local icon = GetItemIcon(trigger.itemName or 0) return name, icon end, statesParameter = "one", args = { { name = "itemName", required = true, display = L["Item"], type = "item", init = "arg" }, --[[{ maybe some day name = "itemId", display = WeakAuras.newFeatureString .. L["ItemId"], hidden = true, init = "itemId", test = "true", store = true, conditionType = "number", operator_types = "only_equal", },]] { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasItemID = true, timedrequired = true, progressType = "timed" }, ["Cooldown Ready (Equipment Slot)"] = { type = "item", events = {}, internal_events = function(trigger) return { "ITEM_SLOT_COOLDOWN_READY:" .. (trigger.itemSlot or 0) } end, name = L["Cooldown Ready Event (Slot)"], loadFunc = function(trigger) WeakAuras.WatchItemSlotCooldown(trigger.itemSlot); end, init = function(trigger) local ret = [[ local itemSlot = %s local item = GetInventoryItemID("player", itemSlot) local name = "" if (item) then name = GetItemInfo(item) end local icon = GetInventoryItemTexture("player", itemSlot) ]] return ret:format(trigger.itemSlot or 0) end, GetNameAndIcon = function(trigger) local item = GetInventoryItemID("player", trigger.itemSlot or 0) local name = item and GetItemInfo(item) or nil local icon = GetInventoryItemTexture("player", trigger.itemSlot or 0) return name, icon end, statesParameter = "one", args = { { name = "itemSlot", required = true, display = L["Equipment Slot"], type = "select", values = "item_slot_types", init = "arg" }, { name = "itemId", display = WeakAuras.newFeatureString .. L["ItemId"], hidden = true, init = "item", test = "true", store = true, conditionType = "number", operator_types = "only_equal", }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasItemID = true, timedrequired = true, progressType = "timed" }, ["GTFO"] = { type = "addons", events = { ["events"] = {"GTFO_DISPLAY"} }, name = L["GTFO Alert"], statesParameter = "one", args = { { name = "alertType", display = L["Alert Type"], type = "select", init = "arg", values = "gtfo_types", store = true, conditionType = "select" }, }, timedrequired = true, progressType = "timed" }, ["Global Cooldown"] = { type = "spell", events = {}, internal_events = { "GCD_START", "GCD_CHANGE", "GCD_END", "GCD_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "GCD_UPDATE", name = L["Global Cooldown"], loadFunc = function(trigger) WeakAuras.WatchGCD(); end, init = function(trigger) local ret = [[ local inverse = %s; local duration, expirationTime, name, icon = WeakAuras.GetGCDInfo() local hasSpellName = WeakAuras.GcdSpellName(); ]]; return ret:format(trigger.use_inverse and "true" or "false"); end, statesParameter = "one", args = { { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "progressType", hidden = true, init = "'timed'", test = "true", store = true }, { hidden = true, test = "(inverse and duration == 0) or (not inverse and duration > 0 and hasSpellName)" } }, hasSpellID = true, automaticrequired = true, progressType = "timed" }, ["Swing Timer"] = { type = "unit", events = {}, internal_events = { "SWING_TIMER_UPDATE" }, force_events = "SWING_TIMER_UPDATE", name = L["Swing Timer"], loadFunc = function() WeakAuras.InitSwingTimer(); end, init = function(trigger) local ret = [=[ local inverse = %s; local hand = %q; local triggerRemaining = %s local duration, expirationTime, name, icon = WeakAuras.GetSwingTimerInfo(hand) local remaining = expirationTime and expirationTime - GetTime() local remainingCheck = not triggerRemaining or remaining and remaining %s triggerRemaining if triggerRemaining and remaining and remaining >= triggerRemaining and remaining > 0 then Private.ExecEnv.ScheduleScan(expirationTime - triggerRemaining, "SWING_TIMER_UPDATE") end ]=]; return ret:format( (trigger.use_inverse and "true" or "false"), trigger.hand or "main", trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil", trigger.remaining_operator or "<" ); end, args = { { name = "note", type = "description", display = "", text = function() return L["Note: Due to how complicated the swing timer behavior is and the lack of APIs from Blizzard, results are inaccurate in edge cases."] end, }, { name = "hand", required = true, display = L["Weapon"], type = "select", values = "swing_types", test = "true" }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "progressType", hidden = true, init = "'timed'", test = "true", store = true }, { name = "name", hidden = true, init = "name", test = "true", store = true }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return not trigger.use_inverse end, test = "true" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { hidden = true, test = "(inverse and duration == 0) or (not inverse and duration > 0)" }, { hidden = true, test = "remainingCheck" } }, automaticrequired = true, progressType = "timed", statesParameter = "one" }, ["Action Usable"] = { type = "spell", events = function() local events = { "SPELL_UPDATE_USABLE", "ACTIONBAR_UPDATE_USABLE", "PLAYER_TARGET_CHANGED", } local unit_events if UnitPowerType("player") == 6 then tinsert(events, "RUNE_POWER_UPDATE") tinsert(events, "RUNE_TYPE_UPDATE") unit_events = {} end return { ["events"] = events, ["unit_events"] = unit_events or { ["player"] = { "UNIT_POWER", "UNIT_ENERGY", "UNIT_MANA", "UNIT_RAGE" } } } end, loadInternalEventFunc = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if type(trigger.spellName) == "number" then spellName = GetSpellInfo(spellName) end if spellName == nil then return {} end return { "SPELL_COOLDOWN_CHANGED:" .. spellName } end, force_events = "SPELL_UPDATE_USABLE", name = L["Spell Usable"], statesParameter = "one", loadFunc = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if type(trigger.spellName) == "number" then spellName = GetSpellInfo(spellName) end WeakAuras.WatchSpellCooldown(spellName, false); end, init = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if type(trigger.spellName) == "number" then spellName = GetSpellInfo(spellName) or "" end local ret = [=[ local spellName = %s local effectiveSpellId = spellName local name, _, icon = GetSpellInfo(effectiveSpellId) ]=] if trigger.use_ignoreSpellCooldown then ret = ret .. [=[local active = IsUsableSpell(spellName or "")]=] else ret = ret .. [=[ local startTime, duration, gcdCooldown, readyTime, paused = WeakAuras.GetSpellCooldown(effectiveSpellId) local charges, maxCharges, spellCount, chargeGainTime, chargeLostTime = WeakAuras.GetSpellCharges(effectiveSpellId) local stacks = maxCharges and maxCharges > 1 and charges or spellCount and spellCount > 0 and spellCount or nil if (charges == nil) then charges = (duration == 0 or gcdCooldown) and 1 or 0; end local ready = (startTime == 0 and not paused) or charges > 0 local active = IsUsableSpell(spellName or "") and ready ]=] end if(trigger.use_targetRequired) then ret = ret.."active = active and WeakAuras.IsSpellInRange(spellName or '', 'target')\n"; end if(trigger.use_inverse) then ret = ret.."active = not active\n"; end if (type(spellName) == "string") then spellName = string.format("%q", spellName) end return ret:format(spellName) end, GetNameAndIcon = GetNameAndIconForSpellName, args = { { name = "spellName", display = L["Spell"], required = true, type = "spell", test = "true", showExactOption = true, store = true }, -- This parameter uses the IsSpellInRange API function, but it does not check spell range at all -- IsSpellInRange returns nil for invalid targets, 0 for out of range, 1 for in range (0 and 1 are both "positive" values) { name = "targetRequired", display = L["Require Valid Target"], type = "toggle", test = "true" }, { name = "ignoreSpellCooldown", display = L["Ignore Spell Cooldown/Charges"], type = "toggle", test = "true" }, { name = "charges", display = L["Charges"], type = "number", enable = function(trigger) return not trigger.use_inverse and not trigger.use_ignoreSpellCooldown end, store = true, conditionType = "number", }, { name = "spellCount", display = L["Spell Count"], type = "number", enable = function(trigger) return not trigger.use_ignoreSpellCooldown end, store = true, conditionType = "number", }, { hidden = true, name = "readyTime", display = L["Since Ready"], conditionType = "elapsedTimer", store = true, test = "true", enable = function(trigger) return not trigger.use_ignoreSpellCooldown end, }, { hidden = true, name = "chargeGainTime", display = L["Since Charge Gain"], conditionType = "elapsedTimer", store = true, test = "true", enable = function(trigger) return not trigger.use_ignoreSpellCooldown end, }, { hidden = true, name = "chargeLostTime", display = L["Since Charge Lost"], conditionType = "elapsedTimer", store = true, test = "true", enable = function(trigger) return not trigger.use_ignoreSpellCooldown end, }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true", reloadOptions = true }, { name = "spellInRange", display = L["Spell in Range"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (UnitExists('target') and state.spellName and WeakAuras.IsSpellInRange(state.spellName, 'target') == needle) end, conditionEvents = AddTargetConditionEvents({ "WA_SPELL_RANGECHECK", }) }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "stacks", display = L["Stacks"], hidden = true, init = "stacks", test = "true", store = true, conditionType = "number", enable = function(trigger) return not trigger.use_ignoreSpellCooldown end, }, { hidden = true, test = "active" } }, hasSpellID = true, automaticrequired = true, progressType = "none" }, ["Talent Known"] = { type = "unit", events = { ["events"] = {"ASCENSION_KNOWN_ENTRIES_UPDATED", "PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} }, force_events = "ASCENSION_KNOWN_ENTRIES_UPDATED", name = L["Talent Known"], init = function(trigger) local ret = {} local spellId = type(trigger.spellName) == "number" and trigger.spellName or 0 table.insert(ret, ([[ local spellId = %s local inverse = %s local active = false local activeName, activeIcon, _ local function GetCATalentState(spellId) if not spellId or spellId == 0 then return false, nil, nil end local internalId = C_CharacterAdvancement.GetInternalID(spellId) if not internalId then return false, nil, nil end local rank = select(1, C_CharacterAdvancement.GetTalentRankByID(internalId)) local isActive = (rank and rank > 0) or false local name, icon local entry = C_CharacterAdvancement.GetEntryByInternalID(internalId) if entry then name = entry.Name if entry.Icon then icon = "Interface\\Icons\\" .. entry.Icon end end if not name or not icon then name, _, icon = GetSpellInfo(spellId) end return isActive, name, icon end if spellId and spellId ~= 0 then local isActive, name, icon = GetCATalentState(spellId) activeName = name activeIcon = icon active = inverse and not isActive or isActive end ]]):format(spellId, trigger.use_inverse and "true" or "false")) return table.concat(ret) end, GetNameAndIcon = function(trigger) local spellId = type(trigger.spellName) == "number" and trigger.spellName or 0 if spellId and spellId ~= 0 then local internalId = C_CharacterAdvancement.GetInternalID(spellId) if internalId then local entry = C_CharacterAdvancement.GetEntryByInternalID(internalId) if entry then local icon = entry.Icon and ("Interface\\Icons\\" .. entry.Icon) or nil return entry.Name, icon end end local name, _, icon = GetSpellInfo(spellId) return name, icon end end, args = { { name = "spellName", required = true, display = L["Talent"], type = "talent", test = "true", }, { name = "inverse", display = WeakAuras.newFeatureString .. L["Inverse"], type = "toggle", test = "true", }, { hidden = true, name = "icon", init = "activeIcon", store = "true", test = "true" }, { hidden = true, name = "name", init = "activeName", store = "true", test = "true", conditionType = "string" }, { hidden = true, test = "active" }, }, automaticrequired = true, statesParameter = "one", progressType = "none" }, ["Class/Spec"] = { type = "unit", events = {}, internal_events = {"UNIT_SPEC_CHANGED_player", "WA_DELAYED_PLAYER_ENTERING_WORLD"}, force_events = "UNIT_SPEC_CHANGED_player", name = L["Class and Specialization"], init = function(trigger) local class = select(2, UnitClass("player")) or "UNKNOWN" return ([[ local specName = Private.ExecEnv.GetUnitTalentSpec("player") or "Unknown" local specId = Private.ExecEnv.GetSpecID("%s" .. specName) local specIcon = Private.ExecEnv.GetSpecIcon(specId) ]]):format(class) end, args = { { name = "specId", display = L["Class and Specialization"], type = "multiselect", values = "spec_types_all", store = "true", conditionType = "select", }, { hidden = true, name = "icon", init = "specIcon", store = "true", test = "true" }, { hidden = true, name = "name", init = "specName", store = "true", test = "true" }, }, automaticrequired = true, statesParameter = "one", progressType = "none" }, ["Totem"] = { type = "spell", events = { ["events"] = { "PLAYER_TOTEM_UPDATE", "PLAYER_ENTERING_WORLD" } }, internal_events = { "COOLDOWN_REMAINING_CHECK", }, force_events = "PLAYER_ENTERING_WORLD", name = L["Totem"], statesParameter = "full", progressType = "timed", triggerFunction = function(trigger) local ret = [[return function (states) local totemType = %s; local triggerTotemName = %q local triggerTotemPattern = %q local triggerTotemPatternOperator = %q local triggerTotemIcon = %s local triggerTotemIconOperator = %q local clone = %s local inverse = %s local remainingCheck = %s local function checkActive(remaining) return remaining %s remainingCheck; end if (totemType) then -- Check a specific totem slot local _, totemName, startTime, duration, icon = GetTotemInfo(totemType); active = (startTime and startTime ~= 0); if not Private.ExecEnv.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator) then active = false; end if not Private.ExecEnv.CheckTotemIcon(icon, triggerTotemIcon, triggerTotemIconOperator) then active = false end if (inverse) then active = not active; if (triggerTotemName) then icon = select(3, GetSpellInfo(triggerTotemName)); end elseif (active and remainingCheck) then local expirationTime = startTime and (startTime + duration) or 0; local remainingTime = expirationTime - GetTime() if (remainingTime >= remainingCheck) then Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck); end active = checkActive(remainingTime); end states[""] = states[""] or {} local state = states[""]; state.show = active; state.changed = true; if (active) then state.name = totemName; state.totemName = totemName; state.progressType = "timed"; state.duration = duration; state.expirationTime = startTime and (startTime + duration); state.icon = icon; end elseif inverse then -- inverse without a specific slot local found = false; for i = 1, 4 do local _, totemName, startTime, duration, icon = GetTotemInfo(i); if ((startTime and startTime ~= 0) and Private.ExecEnv.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator) and Private.ExecEnv.CheckTotemIcon(icon, triggerTotemIcon, triggerTotemIconOperator) ) then found = true; end end local cloneId = ""; states[cloneId] = states[cloneId] or {}; local state = states[cloneId]; state.show = not found; state.changed = true; state.name = triggerTotemName; state.totemName = triggerTotemName; if (triggerTotemName) then state.icon = select(3, GetSpellInfo(triggerTotemName)); end else -- check all slots for i = 1, 4 do local _, totemName, startTime, duration, icon = GetTotemInfo(i); active = (startTime and startTime ~= 0); if not Private.ExecEnv.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator) or not Private.ExecEnv.CheckTotemIcon(icon, triggerTotemIcon, triggerTotemIconOperator) then active = false; end if (active and remainingCheck) then local expirationTime = startTime and (startTime + duration) or 0; local remainingTime = expirationTime - GetTime() if (remainingTime >= remainingCheck) then Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck); end active = checkActive(remainingTime); end local cloneId = clone and tostring(i) or ""; states[cloneId] = states[cloneId] or {}; local state = states[cloneId]; state.show = active; state.changed = true; if (active) then state.name = totemName; state.totemName = totemName; state.progressType = "timed"; state.duration = duration; state.expirationTime = startTime and (startTime + duration); state.icon = icon; end if (active and not clone) then break; end end end return true; end ]]; local totemName = tonumber(trigger.totemName) and GetSpellInfo(tonumber(trigger.totemName)) or trigger.totemName; ret = ret:format(trigger.use_totemType and tonumber(trigger.totemType) or "nil", trigger.use_totemName and totemName or "", trigger.use_totemNamePattern and trigger.totemNamePattern or "", trigger.use_totemNamePattern and trigger.totemNamePattern_operator or "", trigger.use_icon and trigger.icon or "nil", trigger.use_icon and trigger.icon_operator or "", trigger.use_clones and "true" or "false", trigger.use_inverse and "true" or "false", trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil", trigger.use_remaining and trigger.remaining_operator or "<"); return ret; end, args = { { name = "totemType", display = L["Totem Number"], type = "select", values = "totem_types" }, { name = "totemName", display = L["Totem Name"], type = "string", conditionType = "string", store = true, desc = L["Enter a name or a spellId"] }, { name = "totemNamePattern", display = L["Totem Name Pattern Match"], type = "longstring", }, { name = "icon", display = L["Totem Icon"], type = "number", conditionType = "number", operator_types = "only_equal", store = true, }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true", }, { name = "clones", display = L["Clone per Match"], type = "toggle", test = "true", enable = function(trigger) return not (trigger.use_totemType or trigger.use_inverse) end, }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return not(trigger.use_inverse) end }, }, automaticrequired = true }, ["Item Count"] = { type = "item", events = { ["events"] = { "BAG_UPDATE", "BAG_UPDATE_COOLDOWN", "PLAYER_ENTERING_WORLD" } }, internal_events = { "ITEM_COUNT_UPDATE", }, force_events = "BAG_UPDATE", name = L["Item Count"], loadFunc = function(trigger) if(trigger.use_includeCharges) then WeakAuras.RegisterItemCountWatch(); end end, init = function(trigger) local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") local ret = [[ local itemName = %s local exactSpellMatch = %s if not exactSpellMatch and tonumber(itemName) then itemName = GetItemInfo(itemName) end local count = GetItemCount(itemName or "", %s, %s); ]]; return ret:format( itemName, trigger.use_exact_itemName and "true" or "nil", trigger.use_includeBank and "true" or "nil", trigger.use_includeCharges and "true" or "nil" ) end, args = { { name = "itemName", required = true, display = L["Item"], type = "item", showExactOption = true, test = "true" }, --[[{ maybe some day name = "itemId", display = WeakAuras.newFeatureString .. L["ItemId"], hidden = true, init = "itemId", test = "true", store = true, conditionType = "number", operator_types = "only_equal", },]] { name = "name", display = L["Name"], init = "itemName", type = "string", hidden = true, store = true, test = "true", conditionType = "string" }, { name = "includeBank", display = L["Include Bank"], type = "toggle", test = "true" }, { name = "includeCharges", display = L["Include Charges"], type = "toggle", test = "true" }, { name = "count", display = L["Item Count"], type = "number" }, { name = "stacks", display = L["Stacks"], init = "count", hidden = true, store = true, test = "true", conditionType = "number" }, { name = "value", init = "count", hidden = true, store = true, test = "true", display = L["Progress Value"], conditionType = "number" }, { name = "total", init = 0, hidden = true, store = true, test = "true", display = L["Progress Total"], conditionType = "number" }, { name = "progressType", init = "'static'", hidden = true, store = true, test = "true", }, { name = "icon", init = "GetItemIcon(itemName or '')", hidden = true, store = true, test = "true" }, { name = "name", init = "itemName and itemName ~= '' and GetItemInfo(itemName) or itemName", hidden = true, store = true, test = "true" }, }, statesParameter = "one", hasItemID = true, automaticrequired = true, progressType = "static" }, ["Stance/Form/Aura"] = { type = "unit", events = function() local events = { "UPDATE_SHAPESHIFT_FORM", "UPDATE_SHAPESHIFT_COOLDOWN" } if WeakAuras.IsClassicPlus() then -- Stances workaround for Epoch tinsert(events, "ACTIONBAR_SLOT_CHANGED") end return { ["events"] = events } end, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "WA_DELAYED_PLAYER_ENTERING_WORLD", name = L["Stance/Form/Aura"], init = function(trigger) local inverse = trigger.use_inverse; local ret = {[[ local form = GetShapeshiftForm() local active = false ]]} if trigger.use_form and trigger.form and trigger.form.single then -- Single selection table.insert(ret, ([[ local trigger_form = %d active = form == trigger_form ]]):format(trigger.form.single)) if inverse then table.insert(ret, [[ active = not active ]]) end elseif trigger.use_form == false and trigger.form and trigger.form.multi then for index in pairs(trigger.form.multi) do table.insert(ret, ([[ if not active then local index = %d active = form == index end ]]):format(index)) end if inverse then table.insert(ret, [[ active = not active ]]) end elseif trigger.use_form == nil then table.insert(ret, [[ active = true ]]) end return table.concat(ret) end, statesParameter = "one", args = { { name = "note", type = "description", display = "", text = function() return L["Note: This trigger internally stores the shapeshift position, and thus is incompatible with learning stances on the fly, like e.g. the Gladiator Rune."] end, }, { name = "form", display = L["Form"], type = "multiselect", values = "form_types", test = "active", store = true, conditionType = "select" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true", enable = function(trigger) return type(trigger.use_form) == "boolean" end }, }, nameFunc = function(trigger) local _, class = UnitClass("player"); local name if(class == trigger.class) then local form = GetShapeshiftForm(); if form > 0 then local _, name = GetShapeshiftFormInfo(form); else name = "Humanoid"; end return name; else local types = WeakAuras[class:lower().."_form_types"]; if(types) then return types[GetShapeshiftForm()]; end end end, iconFunc = function(trigger) local icon = "Interface\\Icons\\Spell_Nature_WispSplode" local form = GetShapeshiftForm() if form and form > 0 then icon = GetShapeshiftFormInfo(form); end return icon or "Interface\\Icons\\Spell_Nature_WispSplode" end, automaticrequired = true, progressType = "none" }, ["Weapon Enchant"] = { type = "item", events = {}, internal_events = { "TENCH_UPDATE", }, force_events = "TENCH_UPDATE", name = L["Weapon Enchant / Fishing Lure"], init = function(trigger) WeakAuras.TenchInit(); local ret = [[ local triggerWeaponType = %q local triggerName = %q local triggerStack = %s local triggerRemaining = %s local triggerShowOn = %q local expirationTime, duration, name, icon, stacks if triggerWeaponType == "main" then expirationTime, duration, name, shortenedName, icon, stacks = WeakAuras.GetMHTenchInfo() elseif triggerWeaponType == "off" then expirationTime, duration, name, shortenedName, icon, stacks = WeakAuras.GetOHTenchInfo() elseif triggerWeaponType == "ranged" then expirationTime, duration, name, shortenedName, icon, stacks = WeakAuras.GetRangeTenchInfo() end local remaining = expirationTime and expirationTime - GetTime() local nameCheck = triggerName == "" or name and triggerName == name or shortenedName and triggerName == shortenedName local stackCheck = not triggerStack or stacks and stacks %s triggerStack local remainingCheck = not triggerRemaining or remaining and remaining %s triggerRemaining local found = expirationTime and nameCheck and stackCheck and remainingCheck if(triggerRemaining and remaining and remaining >= triggerRemaining and remaining > 0) then Private.ExecEnv.ScheduleScan(expirationTime - triggerRemaining, "TENCH_UPDATE"); end if not found then expirationTime = nil duration = nil remaining = nil end ]]; local showOnActive = trigger.showOn == 'showOnActive' or not trigger.showOn return ret:format(trigger.weapon or "main", trigger.use_enchant and trigger.enchant or "", showOnActive and trigger.use_stacks and tonumber(trigger.stacks or 0) or "nil", showOnActive and trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil", trigger.showOn or "showOnActive", trigger.stacks_operator or "<", trigger.remaining_operator or "<") end, args = { { name = "weapon", display = L["Weapon"], type = "select", values = "weapon_types", test = "true", default = "main", required = true }, { name = "enchant", display = L["Weapon Enchant"], desc = L["Enchant Name or ID"], type = "string", test = "true" }, { name = "enchantID", hidden = true, test = "true", display = L["Enchant ID"], store = true, conditionType = "number", operator_types = "only_equal", noProgressSource = true }, { name = "stacks", display = L["Stack Count"], type = "number", conditionType = "number", test = "true", store = true }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "progressType", hidden = true, init = "duration and 'timed'", test = "true", store = true }, { name = "name", hidden = true, init = "name", test = "true", store = true }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "enchanted", display = L["Enchanted"], hidden = true, init = "found == true", test = "true", store = true, conditionType = "bool", conditionTest = function(state, needle) return state and state.show and state.enchanted == (needle == 1) end, }, { name = "remaining", display = L["Remaining Time"], type = "number", test = "true", enable = function(trigger) return not trigger.showOn or trigger.showOn == "showOnActive" end }, { name = "showOn", display = L["Show On"], type = "select", values = "weapon_enchant_types", test = 'true', default = "showOnActive", required = true }, { hidden = true, test = "(triggerShowOn == 'showOnActive' and found) " .. "or (triggerShowOn == 'showOnMissing' and not found) " .. "or (triggerShowOn == 'showAlways')" } }, automaticrequired = true, progressType = "timed", statesParameter = "one" }, ["Chat Message"] = { type = "event", events = function(trigger) if trigger.use_messageType and trigger.messageType and Private.chat_message_types[trigger.messageType] then local events = {trigger.messageType} if Private.chat_message_leader_event[trigger.messageType] then table.insert(events, Private.chat_message_leader_event[trigger.messageType]) end if trigger.messageType == "CHAT_MSG_EMOTE" then table.insert(events, "CHAT_MSG_TEXT_EMOTE") end return { events = events } end return { ["events"] = { "CHAT_MSG_BATTLEGROUND", "CHAT_MSG_BATTLEGROUND_LEADER", "CHAT_MSG_BG_SYSTEM_ALLIANCE", "CHAT_MSG_BG_SYSTEM_HORDE", "CHAT_MSG_BG_SYSTEM_NEUTRAL", "CHAT_MSG_BN_WHISPER", "CHAT_MSG_CHANNEL", "CHAT_MSG_EMOTE", "CHAT_MSG_GUILD", "CHAT_MSG_MONSTER_EMOTE", "CHAT_MSG_MONSTER_PARTY", "CHAT_MSG_MONSTER_SAY", "CHAT_MSG_MONSTER_WHISPER", "CHAT_MSG_MONSTER_YELL", "CHAT_MSG_OFFICER", "CHAT_MSG_PARTY", "CHAT_MSG_PARTY_LEADER", "CHAT_MSG_RAID", "CHAT_MSG_RAID_LEADER", "CHAT_MSG_RAID_BOSS_EMOTE", "CHAT_MSG_RAID_BOSS_WHISPER", "CHAT_MSG_RAID_WARNING", "CHAT_MSG_SAY", "CHAT_MSG_WHISPER", "CHAT_MSG_YELL", "CHAT_MSG_SYSTEM", "CHAT_MSG_TEXT_EMOTE", "CHAT_MSG_LOOT", } } end, name = L["Chat Message"], init = function(trigger) local ret = [[ if (event:find('LEADER')) then event = event:sub(1, -8); end if (event == 'CHAT_MSG_TEXT_EMOTE') then event = 'CHAT_MSG_EMOTE'; end local use_cloneId = %s; ]]; return ret:format(trigger.use_cloneId and "true" or "false"); end, statesParameter = "all", args = { { name = "messageType", display = L["Message Type"], type = "select", values = "chat_message_types", sorted = true, test = "event == %q", }, { name = "message", display = L["Message"], init = "arg", type = "longstring", canBeCaseInsensitive = true, store = true, conditionType = "string", }, { name = "sourceName", display = L["Source Name"], init = "arg", type = "string", store = true, conditionType = "string", }, { -- language Name }, { -- Channel Name }, { name = "destName", display = L["Destination Name"], init = "arg", type = "string", store = true, conditionType = "string", }, { -- flags }, { -- zone Channel id }, { -- channel index }, { -- channel base name }, { -- language id }, { -- line id }, { name = "sourceGUID", display = L["Source GUID"], init = "arg", store = true, hidden = true, test = "true", formatter = "guid", formatterArgs = { color = "class" } }, { name = "cloneId", display = L["Clone per Event"], type = "toggle", test = "true", init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''", reloadOptions = true }, }, countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, ["Spell Cast Succeeded"] = { type = "event", events = function(trigger) local result = {} local unit = trigger.unit AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_SUCCEEDED") return result end, name = L["Spell Cast Succeeded"], statesParameter = "unit", args = { { name = "unit", init = "arg", display = L["Caster Unit"], type = "unit", test = "true", values = "actual_unit_types_cast", store = true, conditionType = "select", conditionTest = function(state, needle, op) return state and state.show and (UnitIsUnit(needle, state.unit or '') == (op == "==")) end }, { -- castGUID }, { name = "spellNames", init = "arg", display = L["Name(s)"], type = "spell", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(%q)" }, preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()", preambleGroup = "spell", test = "spellChecker:Check(spellNames)", noValidation = true, }, { name = "spellId", display = L["Exact Spell ID(s)"], type = "spell", init = "spellNames", store = true, multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(%q)" }, preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()", preambleGroup = "spell", test = "spellChecker:CheckName(spellNames)", --conditionType = "number", -- Disabled because input would be string and would break imports to retail noProgressSource = true }, { name = "icon", hidden = true, init = "(spellId and select(3, GetSpellInfo(spellId))) or 'Interface\\\\Icons\\\\INV_Misc_QuestionMark'", store = true, test = "true" }, { name = "name", hidden = true, init = "GetSpellInfo(spellId or 0)", store = true, test = "true" }, }, countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, ["Ready Check"] = { type = "event", events = { ["events"] = {"READY_CHECK"} }, name = L["Ready Check"], args = {}, statesParameter = "one", delayEvents = true, timedrequired = true, progressType = "timed" }, ["Combat Events"] = { type = "event", events = { ["events"] = { "PLAYER_REGEN_ENABLED", "PLAYER_REGEN_DISABLED" } }, name = L["Entering/Leaving Combat"], args = { { name = "eventtype", required = true, display = L["Type"], type = "select", values = "combat_event_type", test = "event == %q" } }, statesParameter = "one", countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, ["Encounter Events"] = { type = "event", events = { ["events"] = { "ENCOUNTER_START", "ENCOUNTER_END" } }, name = WeakAuras.newFeatureString..L["Entering/Leaving Encounter"], args = { { name = "note", type = "description", display = "", text = constants.encounterDBMDesc }, { name = "eventtype", required = true, display = L["Type"], type = "select", values = "encounter_event_type", test = "event == %q", reloadOptions = true }, { name = "encounterId", display = L["Id"], type = "string", desc = Private.get_encounters_list, validate = WeakAuras.ValidateNumeric, conditionType = "number", store = true, init = "arg" }, { name = "encounterName", display = L["Name"], type = "string", conditionType = "string", store = true, init = "arg" }, { name = "difficulty", display = L["Difficulty"], type = "select", values = "difficulty_types", test = "%q == WeakAuras.InstanceDifficulty()", conditionType = "select", conditionTest = function(state, needle) return WeakAuras.InstanceDifficulty() == needle end, store = true, init = "arg" }, {}, { name = "success", display = L["Success"], type = "toggle", conditionType = "bool", enable = function(trigger) return trigger.eventtype == "ENCOUNTER_END" end, store = true, test = "success == 1", conditionTest = function(state, needle) return state and (state.success == needle) end, init = "arg" } }, statesParameter = "one", countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, ["Death Knight Rune"] = { type = "unit", events = { ["events"] = { "RUNE_POWER_UPDATE", "RUNE_TYPE_UPDATE" } }, internal_events = { "RUNE_COOLDOWN_READY", "RUNE_COOLDOWN_CHANGED", "RUNE_COOLDOWN_STARTED", "COOLDOWN_REMAINING_CHECK", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "RUNE_COOLDOWN_FORCE", name = L["Death Knight Rune"], loadFunc = function(trigger) trigger.rune = trigger.rune or 0; if (trigger.use_rune) then WeakAuras.WatchRuneCooldown(trigger.rune); else for i = 1, 6 do WeakAuras.WatchRuneCooldown(i); end end end, init = function(trigger) trigger.rune = trigger.rune or 0; WeakAuras.WatchRuneCooldown(trigger.rune); local ret = [[ local rune = %s; local genericShowOn = %s local includeDeathRunes = %s; local startTime, duration = WeakAuras.GetRuneCooldown(rune); local numBloodRunes = 0; local numUnholyRunes = 0; local numFrostRunes = 0; local numDeathRunes = 0; local numRunes = 0; local isDeathRune = GetRuneType(rune) == 4 for index = 1, 6 do local startTime = GetRuneCooldown(index); if startTime == 0 then numRunes = numRunes + 1; local runeType = GetRuneType(index) if runeType == 1 then numBloodRunes = numBloodRunes + 1; elseif runeType == 2 then numFrostRunes = numFrostRunes + 1; elseif runeType == 3 then numUnholyRunes = numUnholyRunes + 1; elseif runeType == 4 then numDeathRunes = numDeathRunes + 1; end end end if includeDeathRunes then numBloodRunes = numBloodRunes + numDeathRunes; numUnholyRunes = numUnholyRunes + numDeathRunes; numFrostRunes = numFrostRunes + numDeathRunes; end ]]; if trigger.use_remaining then local ret2 = [[ local expirationTime = startTime + duration local remaining = expirationTime - GetTime(); local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck); end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0); end return ret:format( trigger.rune, "[[" .. (trigger.genericShowOn or "") .. "]]", (trigger.use_includeDeathRunes and "true" or "false") ); end, statesParameter = "one", args = { { name = "rune", display = L["Rune"], type = "select", values = "rune_specific_types", test = "(genericShowOn == \"showOnReady\" and (startTime == 0)) " .. "or (genericShowOn == \"showOnCooldown\" and startTime > 0) " .. "or (genericShowOn == \"showAlways\")", reloadOptions = true }, { name = "isDeathRune", display = L["Is Death Rune"], type = "tristate", init = "isDeathRune", store = true, conditionType = "bool", enable = function(trigger) return trigger.use_rune end, }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return trigger.use_rune and not(trigger.genericShowOn == "showOnReady") end }, { name = "genericShowOn", display = L["Show"], type = "select", values = "cooldown_progress_behavior_types", test = "true", enable = function(trigger) return trigger.use_rune end, required = true }, { name = "runesCount", display = L["Rune Count"], type = "number", init = "numRunes", enable = function(trigger) return not trigger.use_rune end }, { hidden = true, name = "onCooldown", test = "true", display = L["On Cooldown"], conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (state.expirationTime and state.expirationTime > GetTime()) == (needle == 1) end, enable = function(trigger) return trigger.use_rune end }, { name = "bloodRunes", display = L["Rune Count - Blood"], type = "number", init = "numBloodRunes", store = true, conditionType = "number", enable = function(trigger) return not trigger.use_rune end, }, { name = "frostRunes", display = L["Rune Count - Frost"], type = "number", init = "numFrostRunes", store = true, conditionType = "number", enable = function(trigger) return not trigger.use_rune end, }, { name = "unholyRunes", display = L["Rune Count - Unholy"], type = "number", init = "numUnholyRunes", store = true, conditionType = "number", enable = function(trigger) return not trigger.use_rune end, }, { name = "includeDeathRunes", display = L["Include Death Runes"], type = "toggle", test = "true", enable = function(trigger) return trigger.use_bloodRunes or trigger.use_unholyRunes or trigger.use_frostRunes end, }, }, durationFunc = function(trigger) if trigger.use_rune then local startTime, duration = WeakAuras.GetRuneCooldown(trigger.rune) return duration, startTime + duration else local numRunes = 0; for index = 1, 6 do if GetRuneCooldown(index) == 0 then numRunes = numRunes + 1; end end return numRunes, 6, true; end end, stacksFunc = function(trigger) local numRunes = 0; for index = 1, 6 do if GetRuneCooldown(index) == 0 then numRunes = numRunes + 1; end end return numRunes; end, nameFunc = function(trigger) local runeNames = { L["Blood"], L["Frost"], L["Unholy"], L["Death"] } return runeNames[GetRuneType(trigger.rune)]; end, iconFunc = function(trigger) if trigger.rune then local runeIcons = { "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Blood", "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Frost", "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Unholy", "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Death" }; return runeIcons[GetRuneType(trigger.rune)]; end end, automaticrequired = true, progressType = function(trigger) if trigger.use_rune then return "timed" else return "static" end end }, ["Item Equipped"] = { type = "item", events = { ["events"] = { "PLAYER_EQUIPMENT_CHANGED", }, ["unit_events"] = { ["player"] = {"UNIT_INVENTORY_CHANGED"} } }, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD", }, force_events = "UNIT_INVENTORY_CHANGED", name = L["Item Equipped"], init = function(trigger) local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") local ret = [[ local inverse = %s local triggerItemName = %s local icon = GetItemIcon(triggerItemName) or "" local itemSlot = %s ]] ret = ret ..[[ local itemName = triggerItemName local equipped = WeakAuras.CheckForItemEquipped(triggerItemName, itemSlot) ]] return ret:format(trigger.use_inverse and "true" or "false", itemName, trigger.use_itemSlot and trigger.itemSlot or "nil"); end, GetNameAndIcon = function(trigger) local name = GetItemInfo(trigger.itemName or 0) local icon = GetItemIcon(trigger.itemName or 0) return name, icon end, statesParameter = "one", args = { { name = "itemName", display = L["Item"], type = "item", required = true, test = "true", only_exact = true }, --[[{ maybe some day name = "itemId", display = WeakAuras.newFeatureString .. L["ItemId"], hidden = true, init = "itemId", test = "true", store = true, conditionType = "number", operator_types = "only_equal", },]] { name = "itemSlot", display = WeakAuras.newFeatureString .. L["Item Slot"], type = "select", values = "item_slot_types", test = "true", }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "itemName", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { hidden = true, test = "(inverse and not equipped) or (equipped and not inverse)" } }, hasItemID = true, automaticrequired = true, progressType = "none" }, ["Item Type Equipped"] = { type = "item", events = { ["events"] = { "PLAYER_EQUIPMENT_CHANGED", }, ["unit_events"] = { ["player"] = {"UNIT_INVENTORY_CHANGED"} } }, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD", }, force_events = "UNIT_INVENTORY_CHANGED", name = L["Item Type Equipped"], args = { { name = "itemTypeName", display = L["Item Type"], type = "multiselect", values = "item_weapon_types", required = true, test = "Private.ExecEnv.IsEquippedItemType(%s)", multiNoSingle = true }, }, automaticrequired = true, progressType = "none" }, ["Equipment Set"] = { type = "item", events = { ["events"] = { "PLAYER_EQUIPMENT_CHANGED", "WEAR_EQUIPMENT_SET", "EQUIPMENT_SETS_CHANGED", "EQUIPMENT_SWAP_FINISHED", } }, internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"}, force_events = "PLAYER_EQUIPMENT_CHANGED", name = L["Equipment Set Equipped"], init = function(trigger) trigger.itemSetName = trigger.itemSetName or ""; local itemSetName = type(trigger.itemSetName) == "string" and ("[=[" .. trigger.itemSetName .. "]=]") or "nil"; local ret = [[ local useItemSetName = %s; local triggerItemSetName = %s; local inverse = %s; local partial = %s; local itemSetName, icon, numEquipped, numItems = WeakAuras.GetEquipmentSetInfo(useItemSetName and triggerItemSetName or nil, partial); ]]; return ret:format(trigger.use_itemSetName and "true" or "false", itemSetName, trigger.use_inverse and "true" or "false", trigger.use_partial and "true" or "false"); end, GetNameAndIcon = function(trigger) local name, icon = WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, true) return name, icon end, statesParameter = "one", args = { { name = "itemSetName", display = L["Equipment Set"], type = "string", test = "true", store = true, conditionType = "string", init = "itemSetName" }, { name = "partial", display = L["Allow partial matches"], type = "toggle", test = "true" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "value", init = "numEquipped", hidden = true, store = true, test = "true", }, { name = "total", init = "numItems", hidden = true, store = true, test = "true", }, { name = "progressType", init = "'static'", hidden = true, store = true, test = "true", }, { hidden = true, test = "(inverse and itemSetName == nil) or (not inverse and itemSetName)" } }, hasItemID = true, automaticrequired = true, progressType = "static" }, ["Threat Situation"] = { type = "unit", events = function(trigger) local unit = trigger.unit local result = {} if unit and unit ~= "none" then AddUnitEventForEvents(result, unit, "UNIT_THREAT_LIST_UPDATE") else AddUnitEventForEvents(result, "player", "UNIT_THREAT_SITUATION_UPDATE") end return result end, internal_events = function(trigger) local unit = trigger.unit local result = {} if unit and unit ~= "none" then AddUnitChangeInternalEvents(unit, result) end return result end, loadFunc = function(trigger) local unit = trigger.unit if unit and unit ~= "none" then AddWatchedUnits(unit) end end, force_events = unitHelperFunctions.UnitChangedForceEvents, name = L["Threat Situation"], init = function(trigger) trigger.unit = trigger.unit or "target"; local ret = [[ unit = string.lower(unit) local name = UnitName(unit, false) or (unit == "none" and "Unknown") local ok = true local aggro, status, threatpct, rawthreatpct, threatvalue, threattotal if unit and unit ~= "none" then aggro, status, threatpct, rawthreatpct, threatvalue = WeakAuras.UnitDetailedThreatSituation('player', unit) threattotal = (threatvalue or 0) * 100 / (threatpct ~= 0 and threatpct or 1) else status = UnitThreatSituation('player') aggro = status == 2 or status == 3 threatpct, rawthreatpct, threatvalue, threattotal = 100, 100, 0, 100 end ]]; return ret .. unitHelperFunctions.SpecificUnitCheck(trigger); end, progressType = "static", statesParameter = "unit", args = { { name = "unit", display = L["Unit"], required = true, type = "unit", init = "arg", values = "threat_unit_types", test = "true", store = true, default = "target" }, { name = "status", display = L["Status"], type = "select", values = "unit_threat_situation_types", store = true, conditionType = "select" }, { name = "aggro", display = L["Aggro"], type = "tristate", store = true, conditionType = "bool", }, { name = "threatpct", display = L["Threat Percent"], desc = L["Your threat on the mob as a percentage of the amount required to pull aggro. Will pull aggro at 100."], type = "number", store = true, conditionType = "number", enable = function(trigger) return trigger.unit ~= "none" end, multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "rawthreatpct", display = L["Raw Threat Percent"], desc = L["Your threat as a percentage of the tank's current threat."], type = "number", store = true, conditionType = "number", enable = function(trigger) return trigger.unit ~= "none" end, multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "threatvalue", display = L["Threat Value"], desc = L["Your total threat on the mob."], type = "number", store = true, conditionType = "number", enable = function(trigger) return trigger.unit ~= "none" end, multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "unitCharacteristicsHeader", display = L["Unit Characteristics"], }, { name = "name", display = L["Unit Name"], type = "string", store = true, multiline = true, preamble = "local nameChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "nameChecker:Check(name)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.name) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."] }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."] }, { name = "value", hidden = true, init = "threatvalue", store = true, test = "true" }, { name = "total", hidden = true, init = "threattotal", store = true, test = "true" }, { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { hidden = true, test = "status ~= nil and ok" }, { hidden = true, test = "((WeakAuras.UnitExistsFixed(unit, false) or unit == 'none') and specificUnitCheck)" } }, automaticrequired = true }, ["Crowd Controlled"] = { type = "unit", events = { ["unit_events"] = { ["player"] = {"UNIT_AURA"} } }, force_events = "UNIT_AURA", name = L["Crowd Controlled"], args = { { name = "controlled", display = L["Crowd Controlled"], type = "tristate", init = "not HasFullControl()" } }, automaticrequired = true, }, ["Cast"] = { type = "unit", events = function(trigger) local result = {} local unit = trigger.unit AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_START") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_DELAYED") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_STOP") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_START") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_UPDATE") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_STOP") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_INTERRUPTIBLE") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_NOT_INTERRUPTIBLE") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_INTERRUPTED") AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE") AddUnitEventForEvents(result, unit, "UNIT_TARGET") return result end, internal_events = function(trigger) local unit = trigger.unit local result = {} if unit == "nameplate" and trigger.use_onUpdateUnitTarget then tinsert(result, "WA_UNIT_TARGET_NAME_PLATE") end AddRemainingCastInternalEvents(unit, result) local includePets = trigger.use_includePets == true and trigger.includePets or nil AddUnitChangeInternalEvents(unit, result, includePets) if includePets ~= "PetsOnly" then AddUnitRoleChangeInternalEvents(unit, result) end return result end, loadFunc = function(trigger) if trigger.use_showLatency and trigger.unit == "player" then WeakAuras.WatchForCastLatency() end if trigger.unit == "nameplate" and trigger.use_onUpdateUnitTarget then WeakAuras.WatchForNameplateTargetChange() end local includePets = trigger.use_includePets == true and trigger.includePets or nil AddWatchedUnits(trigger.unit, includePets) end, force_events = unitHelperFunctions.UnitChangedForceEventsWithPets, progressType = "timed", name = L["Cast"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = [=[ unit = string.lower(unit) local destUnit = unit .. '-target' local sourceName, sourceRealm = WeakAuras.UnitNameWithRealm(unit) local destName, destRealm = WeakAuras.UnitNameWithRealm(destUnit) destName = destName or "" destRealm = destRealm or "" local smart = %s local remainingCheck = %s local inverseTrigger = %s local show, expirationTime, castType, spell, icon, startTime, endTime, interruptible, remaining, _ spell, _, _, icon, startTime, endTime, _, _, interruptible = UnitCastingInfo(unit) if spell then castType = "cast" else spell, _, _, icon, startTime, endTime, _, interruptible = UnitChannelInfo(unit) if spell then castType = "channel" end end interruptible = not interruptible expirationTime = endTime and endTime > 0 and (endTime / 1000) or 0 remaining = expirationTime - GetTime() if remainingCheck and remaining >= remainingCheck and remaining > 0 then Private.ExecEnv.ScheduleCastCheck(expirationTime - remainingCheck, unit) end ]=]; ret = ret:format(trigger.unit == "group" and "true" or "false", trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil", trigger.use_inverse and "true" or "false"); ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger) return ret end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = function(trigger) if trigger.use_inverse then return Private.actual_unit_types_with_specific else return Private.actual_unit_types_cast end end, desc = Private.actual_unit_types_cast_tooltip, test = "true", store = true }, { name = "spellNames", display = L["Name(s)"], type = "spell", enable = function(trigger) return not trigger.use_inverse end, preambleGroup = "spell", preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(%q)" }, test = "spellChecker:CheckName(spell)", noValidation = true, }, { name = "spellIds", display = L["Exact Spell ID(s)"], type = "spell", enable = function(trigger) return not trigger.use_inverse end, preambleGroup = "spell", preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(GetSpellInfo(%q))" }, test = "spellChecker:CheckName(spell)", }, { name = "spellId", display = L["Spell ID"], conditionType = "number", store = true, test = "true", hidden = true, noProgressSource = true }, { name = "spell", display = L["Spellname"], type = "string", conditionType = "string", store = true, test = "true", hidden = true }, { name = "castType", display = L["Cast Type"], type = "select", values = "cast_types", enable = function(trigger) return not trigger.use_inverse end, store = true, conditionType = "select" }, { name = "interruptible", display = L["Interruptible"], type = "tristate", enable = function(trigger) return not trigger.use_inverse end, store = true, conditionType = "bool", }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return not trigger.use_inverse end, }, { name = "name", hidden = true, init = "spell", test = "true", store = true }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "duration", hidden = true, init = "endTime and startTime and (endTime - startTime)/1000 or 0", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "progressType", hidden = true, init = "'timed'", test = "true", store = true }, { name = "inverse", hidden = true, init = "castType == 'cast'", test = "true", store = true }, { name = "autoHide", hidden = true, init = "true", test = "true", store = true, enable = function(trigger) return not trigger.use_inverse end }, { type = "header", name = "unitCharacteristicsHeader", display = L["Unit Characteristics"], }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."], enable = function(trigger) return not trigger.use_inverse end, }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select", enable = function(trigger) return not trigger.use_inverse end }, { name = "role", display = L["Spec Role"], type = "select", init = "WeakAuras.LGT:GetUnitRole(unit)", values = "role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" or trigger.unit == "player" and not trigger.use_inverse end }, { name = "raid_role", display = L["Raid Role"], type = "select", init = "WeakAuras.UnitRaidRole(unit)", values = "raid_role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" and not trigger.use_inverse end }, { name = "raidMarkIndex", display = L["Raid Mark"], type = "multiselect", values = "raid_mark_check_type", store = true, conditionType = "select", init = "GetRaidTargetIndex(unit) or 0" }, { name = "raidMark", display = L["Raid Mark Icon"], store = true, hidden = true, test = "true", init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''" }, { name = "nameplateType", display = L["Hostility"], type = "select", init = "WeakAuras.GetPlayerReaction(unit)", values = "hostility_types", store = true, conditionType = "select", }, { name = "sourceUnit", init = "unit", display = L["Caster"], type = "unit", values = "actual_unit_types_with_specific", conditionType = "unit", conditionTest = function(state, unit, op) return state and state.show and state.unit and (UnitIsUnit(state.sourceUnit, unit) == (op == "==")) end, store = true, hidden = true, enable = function(trigger) return not trigger.use_inverse end, test = "true" }, { name = "sourceName", display = L["Caster Name"], type = "string", store = true, hidden = true, test = "true", enable = function(trigger) return not trigger.use_inverse end, }, { name = "sourceRealm", display = L["Caster Realm"], type = "string", store = true, hidden = true, test = "true", enable = function(trigger) return not trigger.use_inverse end, }, { name = "sourceNameRealm", display = L["Source Unit Name/Realm"], type = "string", multiline = true, preamble = "local sourceNameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "sourceNameRealmChecker:Check(sourceName, sourceRealm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.sourceName, state.sourceRealm) end, operator_types = "none", enable = function(trigger) return not trigger.use_inverse end, desc = constants.nameRealmFilterDesc, }, { name = "destUnit", display = L["Caster's Target"], type = "unit", values = "actual_unit_types_with_specific", conditionType = "unit", conditionTest = function(state, unit, op) return state and state.show and state.destUnit and (UnitIsUnit(state.destUnit, unit) == (op == "==")) end, store = true, enable = function(trigger) return not trigger.use_inverse end, test = "UnitIsUnit(destUnit, [[%s]])" }, { name = "destName", display = L["Name of Caster's Target"], type = "string", store = true, hidden = true, test = "true", enable = function(trigger) return not trigger.use_inverse end, }, { name = "destRealm", display = L["Realm of Caster's Target"], type = "string", store = true, hidden = true, test = "true", enable = function(trigger) return not trigger.use_inverse end, }, { name = "destNameRealm", display = L["Name/Realm of Caster's Target"], type = "string", multiline = true, preamble = "local destNameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "destNameRealmChecker:Check(destName, destRealm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.destName, state.destRealm) end, operator_types = "none", enable = function(trigger) return not trigger.use_inverse end, desc = constants.nameRealmFilterDesc, }, { type = "header", name = "miscellaneousHeader", display = L["Miscellaneous"], }, { name = "showLatency", display = L["Overlay Latency"], type = "toggle", test = "true", enable = function(trigger) return trigger.unit == "player" and not trigger.use_inverse end, reloadOptions = true }, { name = "includePets", display = L["Include Pets"], type = "select", values = "include_pets_types", width = WeakAuras.normalWidth, test = "true", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "ignoreSelf", display = L["Ignore Self"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsUnit(\"player\", unit)" }, { name = "onUpdateUnitTarget", display = WeakAuras.newFeatureString .. L["Advanced Caster's Target Check"], desc = L["Check nameplate's target every 0.2s"], type = "toggle", test = "true", enable = function(trigger) return trigger.unit == "nameplate" end }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true", reloadOptions = true }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and ((not inverseTrigger and spell) or (inverseTrigger and not spell)) and specificUnitCheck" } }, overlayFuncs = { { name = L["Latency"], func = function(trigger, state) local latency = WeakAuras.GetCastLatency() if not latency then return 0, 0 end return 0, latency end, enable = function(trigger) return trigger.use_showLatency and trigger.unit == "player" end }, }, GetNameAndIcon = function(trigger) local name, icon, spellId, _ if trigger.use_spellNames and type(trigger.spellNames) == "table" then for _, spellName in ipairs(trigger.spellNames) do spellId = WeakAuras.SafeToNumber(spellName) if spellId then name, _, icon = GetSpellInfo(spellName) if name and icon then return name, icon end elseif not tonumber(spellName) then name, _, icon = GetSpellInfo(spellName) if name and icon then return name, icon end end end end if trigger.use_spellIds and type(trigger.spellIds) == "table" then for _, spellIdString in ipairs(trigger.spellIds) do spellId = WeakAuras.SafeToNumber(spellIdString) if spellId then name, _, icon = GetSpellInfo(spellIdString) if name and icon then return name, icon end end end end end, automaticrequired = true, }, ["Character Stats"] = { type = "unit", name = L["Character Stats"], events = { ["events"] = { "COMBAT_RATING_UPDATE", "PLAYER_TARGET_CHANGED" }, ["unit_events"] = { ["player"] = {"UNIT_STATS", "UNIT_ATTACK_POWER", "UNIT_AURA", "PLAYER_DAMAGE_DONE_MODS", "UNIT_RESISTANCES"} } }, internal_events = function(trigger, untrigger) local events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" } if trigger.use_moveSpeed then tinsert(events, "PLAYER_MOVE_SPEED_UPDATE") end return events end, loadFunc = function(trigger) if trigger.use_moveSpeed then WeakAuras.WatchForPlayerMoving() end end, force_events = "CONDITIONS_CHECK", statesParameter = "one", args = { { type = "header", name = "primaryStatsHeader", display = L["Primary Stats"], }, { name = "strength", display = L["Strength"], type = "number", init = "UnitStat('player', 1)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "agility", display = L["Agility"], type = "number", init = "UnitStat('player', 2)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "stamina", display = L["Stamina"], type = "number", init = "UnitStat('player', 3)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "intellect", display = L["Intellect"], type = "number", init = "UnitStat('player', 4)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "spirit", display = L["Spirit"], type = "number", init = "UnitStat('player', 5)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "secondaryStatsHeader", display = L["Secondary Stats"], }, { name = "criticalrating", display = L["Critical Rating"], type = "number", init = "max(GetCombatRating(CR_CRIT_MELEE), GetCombatRating(CR_CRIT_RANGED), GetCombatRating(CR_CRIT_SPELL))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "criticalpercent", display = L["Critical (%)"], type = "number", init = "WeakAuras.GetCritChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "hitrating", display = L["Hit Rating"], type = "number", init = "max(GetCombatRating(CR_HIT_MELEE), GetCombatRating(CR_HIT_RANGED), GetCombatRating(CR_HIT_SPELL))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "hitpercent", display = L["Hit (%)"], type = "number", init = "WeakAuras.GetHitChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "hasterating", display = L["Haste Rating"], type = "number", init = "max(GetCombatRating(CR_HASTE_SPELL), GetCombatRating(CR_HASTE_MELEE), GetCombatRating(CR_HASTE_RANGED))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "hastepercent", display = L["Haste (%)"], type = "number", init = "max(GetCombatRatingBonus(CR_HASTE_SPELL), GetCombatRatingBonus(CR_HASTE_MELEE), GetCombatRatingBonus(CR_HASTE_RANGED))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "expertiserating", display = L["Expertise Rating"], type = "number", init = "GetCombatRating(CR_EXPERTISE)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "expertisebonus", display = L["Expertise Bonus"], type = "number", init = "GetCombatRatingBonus(CR_EXPERTISE)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "armorpenrating", display = L["Armor Peneration Rating"], type = "number", init = "GetCombatRating(CR_ARMOR_PENETRATION)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "armorpenpercent", display = L["Armor Peneration (%)"], type = "number", init = "GetArmorPenetration()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "spellpenpercent", display = L["Spell Peneration (%)"], type = "number", init = "GetSpellPenetration()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "resiliencerating", display = L["Resilience Rating"], type = "number", init = "GetCombatRating(CR_CRIT_TAKEN_MELEE)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resiliencepercent", display = L["Resilience (%)"], type = "number", init = "GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "attackpower", display = L["Attack Power"], type = "number", init = "WeakAuras.GetEffectiveAttackPower()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "spellpower", display = L["Spell Power"], type = "number", init = "WeakAuras.GetEffectiveSpellPower()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "rangedattackpower", display = L["Ranged Attack Power"], type = "number", init = "WeakAuras.GetEffectiveRangedAttackPower()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "resistanceHeader", display = L["Resistances"], }, { name = "resistancefire", display = L["Fire Resistance"], type = "number", init = "select(2, UnitResistance('player', 2))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resistancenature", display = L["Nature Resistance"], type = "number", init = "select(2, UnitResistance('player', 3))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resistancefrost", display = L["Frost Resistance"], type = "number", init = "select(2, UnitResistance('player', 4))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resistanceshadow", display = L["Shadow Resistance"], type = "number", init = "select(2, UnitResistance('player', 5))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resistancearcane", display = L["Arcane Resistance"], type = "number", init = "select(2, UnitResistance('player', 6))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "tertiaryStatsHeader", display = L["Tertiary Stats"], }, { name = "moveSpeed", display = L["Continuously update Movement Speed"], type = "boolean", test = true, width = WeakAuras.doubleWidth }, { name = "movespeedpercent", display = L["Current Movement Speed (%)"], type = "number", init = "GetUnitSpeed('player') / 7 * 100", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { type = "header", name = "defensiveStatsHeader", display = L["Defensive Stats"], }, { name = "defense", display = L["Defense"], type = "number", init = "UnitDefense('player') + select(2, UnitDefense('player'))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "defensevalue", display = L["Defense Value"], type = "number", init = "UnitDefense('player')", store = true, conditionType = "number" }, { name = "defensepercent", display = L["Defense (%)"], type = "number", init = "0.04 * ( UnitDefense('player') + select(2,UnitDefense('player') ) - UnitLevel('player')*5 )", store = true, conditionType = "number" }, { name = "dodgerating", display = L["Dodge Rating"], type = "number", init = "GetCombatRating(CR_DODGE)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "dodgepercent", display = L["Dodge (%)"], type = "number", init = "GetDodgeChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "parryrating", display = L["Parry Rating"], type = "number", init = "GetCombatRating(CR_PARRY)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "parrypercent", display = L["Parry (%)"], type = "number", init = "GetParryChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "blockpercent", display = L["Block (%)"], type = "number", init = "GetBlockChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "blockvalue", display = L["Block Value"], type = "number", init = "GetShieldBlock()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "armorrating", display = L["Armor Rating"], type = "number", init = "select(2, UnitArmor('player'))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "armorpercent", display = L["Armor (%)"], type = "number", init = "PaperDollFrame_GetArmorReduction(select(2, UnitArmor('player')), UnitLevel('player'))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, formatter = "Number", }, { name = "avoidancetotalpercent", display = L["Total Avoidance (%)"], type = "number", init = "0.04 * ( UnitDefense('player') + select(2,UnitDefense('player') ) - UnitLevel('player')*5 ) + GetDodgeChance() + GetParryChance() + GetBlockChance()", store = true, conditionType = "number" }, }, automaticrequired = true, progressType = "none" }, ["Conditions"] = { type = "unit", events = function(trigger, untrigger) local events = {} if trigger.use_incombat ~= nil then tinsert(events, "PLAYER_REGEN_ENABLED") tinsert(events, "PLAYER_REGEN_DISABLED") tinsert(events, "PLAYER_ENTERING_WORLD") end if trigger.use_pvpflagged ~= nil or trigger.use_afk ~= nil then tinsert(events, "PLAYER_FLAGS_CHANGED") end if trigger.use_pvpflagged ~= nil then tinsert(events, "UNIT_FACTION") tinsert(events, "ZONE_CHANGED") end if trigger.use_alive ~= nil then tinsert(events, "PLAYER_DEAD") tinsert(events, "PLAYER_ALIVE") tinsert(events, "PLAYER_UNGHOST") end if trigger.use_resting ~= nil then tinsert(events, "PLAYER_UPDATE_RESTING") tinsert(events, "PLAYER_ENTERING_WORLD") end if trigger.use_mounted ~= nil then tinsert(events, "MOUNTED_UPDATE") tinsert(events, "PLAYER_ENTERING_WORLD") end local unit_events = {} local pet_unit_events = {} if trigger.use_vehicle ~= nil then tinsert(unit_events, "UNIT_ENTERED_VEHICLE") tinsert(unit_events, "UNIT_EXITED_VEHICLE") tinsert(events, "PLAYER_ENTERING_WORLD") end if trigger.use_HasPet ~= nil then tinsert(pet_unit_events, "UNIT_HEALTH") end if trigger.use_ingroup ~= nil then tinsert(events, "PARTY_MEMBERS_CHANGED") tinsert(events, "RAID_ROSTER_UPDATE") end if trigger.use_ruleset ~= nil then tinsert(events, "ZONE_CHANGED_NEW_AREA") tinsert(events, "PLAYER_FLAGS_CHANGED") end if trigger.use_instance_difficulty ~= nil or trigger.use_instance_size ~= nil then tinsert(events, "PLAYER_DIFFICULTY_CHANGED") end return { ["events"] = events, ["unit_events"] = { ["player"] = unit_events, ["pet"] = pet_unit_events } } end, internal_events = function(trigger, untrigger) local events = { "CONDITIONS_CHECK"}; if trigger.use_ismoving ~= nil then tinsert(events, "PLAYER_MOVING_UPDATE"); end if trigger.use_instance_difficulty ~= nil or trigger.use_instance_size ~= nil or trigger.use_pvpflagged ~= nil then tinsert(events, "WA_DELAYED_PLAYER_ENTERING_WORLD") end if (trigger.use_HasPet ~= nil) then AddUnitChangeInternalEvents("pet", events); end return events; end, force_events = "CONDITIONS_CHECK", name = L["Conditions"], loadFunc = function(trigger) if (trigger.use_ismoving ~= nil) then WeakAuras.WatchForPlayerMoving(); end if (trigger.use_HasPet ~= nil) then AddWatchedUnits("pet") end end, init = function(trigger) return ""; end, args = { { name = "alwaystrue", display = L["Always active trigger"], type = "tristate", init = "true" }, { name = "incombat", display = L["In Combat"], type = "tristate", init = "UnitAffectingCombat('player')" }, { name = "pvpflagged", display = L["PvP Flagged"], type = "tristate", init = "UnitIsPVP('player') or UnitIsPVPFreeForAll('player')", }, { name = "alive", display = L["Alive"], type = "tristate", init = "not UnitIsDeadOrGhost('player')" }, { name = "vehicle", display = L["In Vehicle"], type = "tristate", init = "UnitInVehicle('player')", }, { name = "resting", display = L["Resting"], type = "tristate", init = "IsResting()" }, { name = "mounted", display = L["Mounted"], type = "tristate", init = "IsMounted()" }, { name = "HasPet", display = L["HasPet"], type = "tristate", init = "UnitExists('pet') and not UnitIsDead('pet')" }, { name = "ismoving", display = L["Is Moving"], type = "tristate", init = "GetUnitSpeed('player') > 0" }, { name = "afk", display = L["Is Away from Keyboard"], type = "tristate", init = "UnitIsAFK('player')" }, { name = "ingroup", display = L["Group Type"], type = "multiselect", values = "group_types", init = "Private.ExecEnv.GroupType()", events = {"PARTY_MEMBERS_CHANGED", "RAID_ROSTER_UPDATE"} }, { name = "ruleset", display = "PvP Ruleset", type = "multiselect", values = "ruleset_types", init = "WeakAuras.Ruleset()", events = {"ZONE_CHANGED_NEW_AREA", "PLAYER_FLAGS_CHANGED"} }, { name = "instance_size", display = L["Instance Type"], desc = constants.instanceFilterDeprecated, type = "multiselect", values = "instance_types", sorted = true, init = "WeakAuras.InstanceType()", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"} }, { name = "instance_difficulty", display = L["Instance Difficulty"], desc = constants.instanceFilterDeprecated, type = "multiselect", values = "difficulty_types", init = "WeakAuras.InstanceDifficulty()" }, }, automaticrequired = true, progressType = "none" }, ["Spell Known"] = { type = "spell", events = { ["events"] = {"SPELLS_CHANGED", "PLAYER_TALENT_UPDATE"}, ["unit_events"] = { ["player"] = {"UNIT_PET"} } }, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "SPELLS_CHANGED", name = L["Spell Known"], statesParameter = "one", init = function(trigger) local spellName; local ret = {}; spellName = type(trigger.spellName) == "number" and trigger.spellName or 0; table.insert(ret, ([[ local spellName = %s; local name, _, icon = GetSpellInfo(spellName) ]]):format(spellName)) local spellCheck = spellName ~= 0 and "true" or "false" if (trigger.use_inverse) then table.insert(ret, ([[ local usePet = %s; local active = %s and IsSpellKnown(spellName, usePet) or false ]]):format(trigger.use_petspell and "true" or "false", spellCheck)) else table.insert(ret, ([[ local usePet = %s; local active = %s and IsSpellKnown(spellName, usePet) ]]):format(trigger.use_petspell and "true" or "false", spellCheck)) end return table.concat(ret) end, GetNameAndIcon = function(trigger) local name, _, icon = GetSpellInfo(trigger.spellName or 0) return name, icon end, args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", test = "true", }, { name = "petspell", display = L["Pet Spell"], type = "toggle", test = "true" }, { name = "inverse", display = WeakAuras.newFeatureString .. L["Inverse"], type = "toggle", test = "true", }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { hidden = true, test = "active" } }, automaticrequired = true, progressType = "none" }, ["Pet Behavior"] = { type = "unit", events = function(trigger) local result = {}; if (trigger.use_behavior) then tinsert(result, "PET_BAR_UPDATE"); end return { ["events"] = result, ["unit_events"] = { ["player"] = {"UNIT_PET"} } }; end, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "WA_DELAYED_PLAYER_ENTERING_WORLD", name = L["Pet"], init = function(trigger) local ret = "local activeIcon\n"; if (trigger.use_behavior) then ret = [[ local inverse = %s local check_behavior = %s local name, i, token, active, behavior, _ for index = 1, NUM_PET_ACTION_SLOTS do name, _, i, token, active = GetPetActionInfo(index) if active then activeIcon = not token and i or _G[i] if name == "PET_MODE_AGGRESSIVE" then behavior = "aggressive" break elseif name == "PET_MODE_DEFENSIVE" then behavior = "defensive" break elseif name == "PET_MODE_PASSIVE" then behavior = "passive" break end end end ]] ret = ret:format(trigger.use_inverse and "true" or "false", trigger.use_behavior and ('"' .. (trigger.behavior or "") .. '"') or "nil"); end return ret; end, statesParameter = "one", args = { { name = "behavior", display = L["Pet Behavior"], type = "select", values = "pet_behavior_types", test = "UnitExists('pet') and (not check_behavior or (inverse and check_behavior ~= behavior) or (not inverse and check_behavior == behavior))", }, { name = "inverse", display = L["Inverse Pet Behavior"], type = "toggle", test = "true", enable = function(trigger) return trigger.use_behavior end }, { hidden = true, name = "icon", init = "activeIcon", store = "true", test = "true" }, }, automaticrequired = true, progressType = "none" }, ["Queued Action"] = { type = "spell", events = { ["events"] = {"ACTIONBAR_UPDATE_STATE"} }, internal_events = { "ACTIONBAR_SLOT_CHANGED", "ACTIONBAR_PAGE_CHANGED" }, name = L["Queued Action"], init = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 if trigger.use_exact_spellName then spellName = trigger.spellName else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName end local ret = [=[ local spellname = %q ]=] return ret:format(spellName) end, args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", test = "true", showExactOption = true, }, { hidden = true, test = "spellname and IsCurrentSpell(spellname)"; }, }, iconFunc = function(trigger) local _, _, icon = GetSpellInfo(trigger.spellName or 0); return icon; end, automaticrequired = true, progressType = "none" }, ["Range Check"] = { type = "unit", events = { ["events"] = {"FRAME_UPDATE"} }, name = L["Range Check"], init = function(trigger) trigger.unit = trigger.unit or "target"; local ret = [=[ local unit = %q; local min, max = WeakAuras.GetRange(unit, true); min = min or 0; max = max or 999; local triggerResult = true; ]=] if (trigger.use_range) then trigger.range = trigger.range or 8; if (trigger.range_operator == "<=") then ret = ret .. "triggerResult = max <= " .. tostring(trigger.range) .. "\n"; else ret = ret .. "triggerResult = min >= " .. tostring(trigger.range).. "\n"; end end return ret:format(trigger.unit); end, statesParameter = "one", args = { { name = "note", type = "description", display = "", text = function() return L["Note: This trigger type estimates the range to the hitbox of a unit. The actual range of friendly players is usually 3 yards more than the estimate. Range checking capabilities depend on your current class and known abilities as well as the type of unit being checked. Some of the ranges may also not work with certain NPCs.|n|n|cFFAAFFAAFriendly Units:|r %s|n|cFFFFAAAAHarmful Units:|r %s|n|cFFAAAAFFMiscellanous Units:|r %s"]:format(RangeCacheStrings.friend or "", RangeCacheStrings.harm or "", RangeCacheStrings.misc or "") end }, { name = "unit", required = true, display = L["Unit"], type = "unit", init = "unit", values = "unit_types_range_check", test = "true", store = true }, { hidden = true, name = "minRange", display = L["Minimum Estimate"], type = "number", init = "min", store = true, test = "true", conditionType = "number", operator_types = "without_equal", }, { hidden = true, name = "maxRange", display = L["Maximum Estimate"], type = "number", init = "max", store = true, test = "true", conditionType = "number", operator_types = "without_equal", }, { name = "range", display = L["Distance"], type = "number", operator_types = "without_equal", test = "triggerResult", conditionType = "number", conditionTest = function(state, needle, needle2) return state and state.show and WeakAuras.CheckRange(state.unit, needle, needle2); end, noProgressSource = true }, { hidden = true, test = "UnitExists(unit)" } }, automaticrequired = true, progressType = "none" }, ["Money"] = { type = "unit", statesParameter = "one", progressType = "none", automaticrequired = true, events = { ["events"] = {"PLAYER_MONEY"} }, internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"}, force_events = "WA_DELAYED_PLAYER_ENTERING_WORLD", name = WeakAuras.newFeatureString..L["Player Money"], init = function() return [=[ local money = GetMoney() local gold = floor(money / 1e4) local silver = floor(money / 100 % 100) local copper = money % 100 ]=] end, args = { { name = "money", init = "money", type = "number", display = L["Money"], store = true, hidden = true, test = "true", }, { name = "gold", init = "gold", type = "number", display = Private.coin_icons.gold .. L["Gold"], store = true, conditionType = "number", formatter = "BigNumber" }, { name = "silver", init = "silver", type = "number", display = Private.coin_icons.silver .. L["Silver"], store = true, hidden = true, test = "true", }, { name = "copper", init = "copper", type = "number", display = Private.coin_icons.copper .. L["Copper"], store = true, hidden = true, test = "true", }, { name = "icon", init = "GetCoinIcon(money)", store = true, hidden = true, test = "true", }, }, GetNameAndIcon = function() return MONEY, GetCoinIcon(GetMoney()) end, }, ["Currency"] = { type = "unit", progressType = "static", events = { ["events"] = { "CURRENCY_DISPLAY_UPDATE", } }, force_events = "CURRENCY_DISPLAY_UPDATE", name = WeakAuras.newFeatureString..L["Currency"], init = function(trigger) if type(trigger.value) ~= "string" then trigger.value = "" end if type(trigger.value_operator) ~= "string" then trigger.value_operator = "" end local ret = [=[ local currencyID = %d local quantity, totalEarned, icon if currencyID == 43308 then quantity, totalEarned = GetHonorCurrency() icon = UnitFactionGroup("player") == "Alliance" and "Interface/Icons/inv_misc_tournaments_symbol_human" or "Interface/Icons/Achievement_PVP_H_16" elseif currencyID == 43307 then quantity, totalEarned = GetArenaCurrency() icon = "Interface/PVPFrame/PVP-ArenaPoints-Icon" end local name = GetItemInfo(currencyID) local currencyInfo = { name = name or "Unknown Currency", quantity = quantity or GetItemCount(currencyID) or 0, icon = icon or GetItemIcon(currencyID) or "Interface/Icons/INV_Misc_QuestionMark", totalEarned = totalEarned or Private.ExecEnv.GetTotalCountCurrencies(currencyID) or 0, discovered = ((Private.ExecEnv.GetDiscoveredCurrencies() or {})[currencyID]) and true or false } ]=] return ret:format(tonumber(trigger.currencyId) or 0) end, statesParameter = "one", args = { { name = "currencyId", type = "currency", itemControl = "Dropdown-Currency", values = Private.ExecEnv.GetDiscoveredCurrencies, headers = Private.GetDiscoveredCurrenciesHeaders, sorted = true, sortOrder = function() local discovered_currencies_sorted = Private.GetDiscoveredCurrenciesSorted() local sortOrder = {} for key, value in pairs(Private.ExecEnv.GetDiscoveredCurrencies()) do tinsert(sortOrder, key) end table.sort(sortOrder, function(aKey, bKey) local aValue = discovered_currencies_sorted[aKey] local bValue = discovered_currencies_sorted[bKey] return aValue < bValue end) return sortOrder end, required = true, display = L["Currency"], store = true, test = "true", }, { name = "name", init = "currencyInfo.name", hidden = true, store = true, test = "true", }, { name = "value", init = "currencyInfo.quantity", type = "number", display = L["Quantity"], store = true, conditionType = "number", }, { name = "totalEarned", init = "currencyInfo.totalEarned", type = "number", display = L["Total"], store = true, conditionType = "number", }, { name = "progressType", init = "'static'", hidden = true, store = true, test = "true", }, { name = "icon", init = "currencyInfo.icon", store = true, hidden = true, test = "true", }, { name = "description", init = "currencyInfo.description", type = "string", display = L["Description"], store = true, hidden = true, test = "true", }, { name = "discovered", init = "currencyInfo.discovered", type = "tristate", display = L["Discovered"], store = true, conditionType = "bool", }, }, GetNameAndIcon = function(trigger) local id = trigger.currencyId or 0 local name = GetItemInfo(id) local icon = GetItemIcon(id) if id == 43308 then icon = UnitFactionGroup("player") == "Alliance" and "Interface/Icons/inv_misc_tournaments_symbol_human" or "Interface/Icons/Achievement_PVP_H_16" elseif id == 43307 then icon = "Interface/PVPFrame/PVP-ArenaPoints-Icon" end return name, icon end, automaticrequired = true }, ["Location"] = { type = "unit", events = { ["events"] = { "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "PLAYER_DIFFICULTY_CHANGED", "WA_DELAYED_PLAYER_ENTERING_WORLD" } }, internal_events = {"INSTANCE_LOCATION_CHECK"}, force_events = "INSTANCE_LOCATION_CHECK", name = WeakAuras.newFeatureString..L["Location"], init = function(trigger) local ret = [=[ local uiMapId = GetCurrentMapAreaID() local instanceName, instanceType, difficultyID = GetInstanceInfo() local minimapZoneText = GetMinimapZoneText() local zoneText = GetZoneText() ]=] return ret end, statesParameter = "one", args = { { name = "zoneIds", display = L["Player Location ID(s)"], desc = function() return ("\n|cffffd200%s|r%s: %d\n\n%s"):format(L["Current Zone\n"], GetRealZoneText(), GetCurrentMapAreaID(), L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]) end, type = "string", multiline = true, preamble = "local zoneChecker = Private.ExecEnv.ParseZoneCheck(%q)", test = "zoneChecker:Check(MapId)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseZoneCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.zoneId) end, operator_types = "none", }, { name = "zoneId", display = L["Zone ID"], init = "uiMapId", store = true, hidden = true, test = "true", }, { name = "zone", display = L["Zone Name"], desc = function() return ("|cffffd200%s|r%s"):format(L["Current Zone\n"], GetRealZoneText()) end, type = "string", conditionType = "string", store = true, init = "zoneText", multiEntry = { operator = "or", } }, { name = "subzone", display = L["Subzone Name"], desc = function() return ("%s\n\n|cffffd200%s|r%s"):format(L["Name of the (sub-)zone currently shown above the minimap."], L["Current Zone\n"], GetMinimapZoneText()) end, type = "string", conditionType = "string", store = true, init = "minimapZoneText", multiEntry = { operator = "or", }, }, { type = "header", name = "instanceHeader", display = L["Instance Info"], }, { name = "instance", display = L["Instance Name"], test = "true", hidden = "true", store = true, }, { name = "instanceSize", display = L["Instance Size Type"], type = "multiselect", values = "instance_types", sorted = true, init = "WeakAuras.InstanceType()", conditionType = "select", store = true, }, { name = "instanceDifficulty", display = L["Instance Difficulty"], type = "multiselect", values = "difficulty_types", init = "WeakAuras.InstanceDifficulty()", conditionType = "select", store = true, }, }, automaticrequired = true, progressType = "none" }, }; --[[ Disable any event here if () then Private.event_prototypes[] = nil end ]] Private.category_event_prototype = {} for name, prototype in pairs(Private.event_prototypes) do Private.category_event_prototype[prototype.type] = Private.category_event_prototype[prototype.type] or {} Private.category_event_prototype[prototype.type][name] = prototype.name end Private.dynamic_texts = { ["p"] = { get = function(state) if not state then return nil end if state.progressType == "static" then return state.value or nil end if state.progressType == "timed" then if state.paused then return state.remaining and state.remaining >= 0 and state.remaining or nil end if not state.expirationTime or not state.duration then return nil end local remaining = state.expirationTime - GetTime(); return remaining >= 0 and remaining or nil end end, func = function(remaining, state, progressPrecision) progressPrecision = progressPrecision or 1 if not state or state.progressType ~= "timed" then return remaining end if type(remaining) ~= "number" then return "" end local remainingStr = ""; if remaining == math.huge then remainingStr = " "; elseif remaining > 60 then remainingStr = string.format("%i:", math.floor(remaining / 60)); remaining = remaining % 60; remainingStr = remainingStr..string.format("%02i", remaining); elseif remaining > 0 then if progressPrecision == 4 and remaining <= 3 then remainingStr = remainingStr..string.format("%.1f", remaining); elseif progressPrecision == 5 and remaining <= 3 then remainingStr = remainingStr..string.format("%.2f", remaining); elseif progressPrecision == 6 and remaining <= 3 then remainingStr = remainingStr..string.format("%.3f", remaining); elseif (progressPrecision == 4 or progressPrecision == 5 or progressPrecision == 6) and remaining > 3 then remainingStr = remainingStr..string.format("%d", remaining); else remainingStr = remainingStr..string.format("%.".. progressPrecision .."f", remaining); end else remainingStr = " "; end return remainingStr end }, ["t"] = { get = function(state) if not state then return "" end if state.progressType == "static" then return state.total, false end if state.progressType == "timed" then if not state.duration then return nil end return state.duration, true end end, func = function(duration, state, totalPrecision) if not state or state.progressType ~= "timed" then return duration end if type(duration) ~= "number" then return "" end local durationStr = ""; if math.abs(duration) == math.huge or tostring(duration) == "nan" then durationStr = " "; elseif duration > 60 then durationStr = string.format("%i:", math.floor(duration / 60)); duration = duration % 60; durationStr = durationStr..string.format("%02i", duration); elseif duration > 0 then if totalPrecision == 4 and duration <= 3 then durationStr = durationStr..string.format("%.1f", duration); elseif totalPrecision == 5 and duration <= 3 then durationStr = durationStr..string.format("%.2f", duration); elseif totalPrecision == 6 and duration <= 3 then durationStr = durationStr..string.format("%.3f", duration); elseif (totalPrecision == 4 or totalPrecision == 5 or totalPrecision == 6) and duration > 3 then durationStr = durationStr..string.format("%d", duration); else durationStr = durationStr..string.format("%."..totalPrecision.."f", duration); end else durationStr = " "; end return durationStr end }, ["n"] = { get = function(state) if not state then return "" end return state.name or state.id or "", true end, func = function(v) return v end }, ["i"] = { get = function(state) if not state then return "" end return state.icon or "Interface\\Icons\\INV_Misc_QuestionMark" end, func = function(v) return "|T".. v ..":12:12:0:0:64:64:4:60:4:60|t" end }, ["s"] = { get = function(state) if not state or state.stacks == 0 then return "" end return state.stacks end, func = function(v) return v end } }; -- Events in that list can be filtered by unitID Private.UnitEventList = { PLAYER_GUILD_UPDATE = true, MINIMAP_PING = true, PARTY_MEMBER_DISABLE = true, PARTY_MEMBER_ENABLE = true, READY_CHECK_CONFIRM = true, PLAYER_GAINS_VEHICLE_DATA = true, PLAYER_LOSES_VEHICLE_DATA = true, KNOWN_TITLES_UPDATE = true, PLAYER_DAMAGE_DONE_MODS = true, PLAYER_FLAGS_CHANGED = true, PLAYER_PVP_KILLS_CHANGED = true, PLAYER_PVP_RANK_CHANGED = true, PLAYER_XP_UPDATE = true, } Private.InternalEventByIDList = { ITEM_COOLDOWN_STARTED = true, ITEM_COOLDOWN_CHANGED = true, ITEM_COOLDOWN_READY = true, ITEM_SLOT_COOLDOWN_STARTED = true, ITEM_SLOT_COOLDOWN_CHANGED = true, ITEM_SLOT_COOLDOWN_READY = true, ITEM_SLOT_COOLDOWN_ITEM_CHANGED = true, SPELL_COOLDOWN_CHANGED = true, SPELL_COOLDOWN_READY = true, SPELL_CHARGES_CHANGED = true, WA_UPDATE_OVERLAY_GLOW = true, }