Files
coa-weakauras/WeakAuras/GenericTrigger.lua
T
2020-06-09 23:31:40 +03:00

3795 lines
124 KiB
Lua

--[[ GenericTrigger.lua
This file contains the generic trigger system. That is every trigger except the aura triggers.
It registers the GenericTrigger table for the trigger types "status", "event" and "custom" and has the following API:
Add(data)
Adds a display, creating all internal data structures for all triggers.
Delete(id)
Deletes all triggers for display id.
Rename(oldid, newid)
Updates all trigger information from oldid to newid.
LoadDisplay(id)
Loads all triggers of display id.
UnloadAll
Unloads all triggers.
UnloadDisplays(id)
Unloads all triggers of the display ids.
ScanAll
Resets the trigger state for all triggers.
Modernize(data)
Modernizes all generic triggers in data.
#####################################################
# Helper functions mainly for the WeakAuras Options #
#####################################################
CanHaveDuration(data, triggernum)
Returns whether the trigger can have a duration.
GetOverlayInfo(data, triggernum)
Returns a table containing the names of all overlays
CanHaveAuto(data, triggernum)
Returns whether the icon can be automatically selected.
CanHaveClones(data)
Returns whether the trigger can have clones.
CanHaveTooltip(data, triggernum)
Returns the type of tooltip to show for the trigger.
GetNameAndIcon(data, triggernum)
Returns the name and icon to show in the options.
GetAdditionalProperties(data, triggernum)
Returns the a tooltip for the additional properties.
GetTriggerConditions(data, triggernum)
Returns potential conditions that this trigger provides.
]]--
if not WeakAuras.IsCorrectVersion() then return end
-- Lua APIs
local tinsert, tconcat, wipe = table.insert, table.concat, wipe
local tostring, pairs, type = tostring, pairs, type
local error, setmetatable = error, setmetatable
-- WoW APIs
local IsPlayerMoving = IsPlayerMoving
WeakAurasAceEvents = setmetatable({}, {__tostring=function() return "WeakAuras" end});
LibStub("AceEvent-3.0"):Embed(WeakAurasAceEvents);
local aceEvents = WeakAurasAceEvents
local WeakAuras = WeakAuras;
local L = WeakAuras.L;
local GenericTrigger = {};
local event_prototypes = WeakAuras.event_prototypes;
local timer = WeakAuras.timer;
local debug = WeakAuras.debug;
local events = WeakAuras.events;
local loaded_events = WeakAuras.loaded_events;
local loaded_unit_events = {};
local loaded_auras = {}; -- id to bool map
local timers = WeakAuras.timers;
local specificBosses = WeakAuras.specificBosses;
-- Local functions
local LoadEvent, HandleEvent, HandleUnitEvent, TestForTriState, TestForToggle, TestForLongString, TestForMultiSelect
local ConstructTest, ConstructFunction
function WeakAuras.UnitExistsFixed(unit, smart)
if smart and IsInRaid() then
if unit:sub(1, 5) == "party" or unit == "player" then
return false
end
end
return UnitExists(unit) == 1 and true or false
end
function WeakAuras.split(input)
input = input or "";
local ret = {};
local split, element = true;
split = input:find("[,%s]");
while(split) do
element, input = input:sub(1, split-1), input:sub(split+1);
if(element ~= "") then
tinsert(ret, element);
end
split = input:find("[,%s]");
end
if(input ~= "") then
tinsert(ret, input);
end
return ret;
end
function TestForTriState(trigger, arg)
local name = arg.name;
local test;
if(trigger["use_"..name] == false) then
test = "(not "..name..")";
elseif(trigger["use_"..name]) then
if(arg.test) then
test = "("..arg.test:format(trigger[name])..")";
else
test = name;
end
end
return test;
end
function TestForToggle(trigger, arg)
local name = arg.name;
local test;
if(trigger["use_"..name]) then
if(arg.test) then
test = "("..arg.test:format(trigger[name])..")";
else
test = name;
end
end
return test;
end
function TestForLongString(trigger, arg)
local name = arg.name;
local test;
if(trigger[name.."_operator"] == "==") then
test = "("..name.."==\""..trigger[name].."\")";
else
test = "("..name.." and "..name..":"..trigger[name.."_operator"]:format(trigger[name])..")";
end
return test;
end
function TestForMultiSelect(trigger, arg)
local name = arg.name;
local test;
if(trigger["use_"..name] == false) then -- multi selection
test = "(";
local any = false;
if trigger[name] and trigger[name].multi then
for value, _ in pairs(trigger[name].multi) do
if not arg.test then
test = test..name.."=="..(tonumber(value) or "[["..value.."]]").." or ";
else
test = test..arg.test:format(tonumber(value) or "[["..value.."]]").." or ";
end
any = true;
end
end
if(any) then
test = test:sub(1, -5);
else
test = "(false";
end
test = test..")";
elseif(trigger["use_"..name]) then -- single selection
local value = trigger[name] and trigger[name].single;
if (not value) then
test = "false";
return test;
end
if not arg.test then
test = trigger[name].single and "("..name.."=="..(tonumber(value) or "[["..value.."]]")..")";
else
test = trigger[name].single and "("..arg.test:format(tonumber(value) or "[["..value.."]]")..")";
end
end
return test;
end
function ConstructTest(trigger, arg)
local test;
local name = arg.name;
if(arg.hidden or arg.type == "tristate" or arg.type == "toggle" or (arg.type == "multiselect" and trigger["use_"..name] ~= nil) or ((trigger["use_"..name] or arg.required) and trigger[name])) then
local number = tonumber(trigger[name]);
if(arg.type == "tristate") then
test = TestForTriState(trigger, arg);
elseif(arg.type == "multiselect") then
test = TestForMultiSelect(trigger, arg);
elseif(arg.type == "toggle") then
test = TestForToggle(trigger, arg);
elseif(arg.test) then
test = "("..arg.test:format(trigger[name])..")";
elseif(arg.type == "longstring" and trigger[name.."_operator"]) then
test = TestForLongString(trigger, arg);
elseif (arg.type == "string" or arg.type == "select" or arg.type == "spell" or arg.type == "item") then
test = "(".. name .." and "..name.."==" ..(number or "\""..(trigger[name] or "").."\"")..")";
else
if(type(trigger[name]) == "table") then
trigger[name] = "error";
end
-- number
test = "(".. name .." and "..name..(trigger[name.."_operator"] or "==")..(number or "\""..(trigger[name] or "").."\"")..")";
end
end
if (test == "(true)") then
return nil;
end
return test;
end
function ConstructFunction(prototype, trigger, inverse)
if (prototype.triggerFunction) then
return prototype.triggerFunction(trigger);
end
if (inverse and prototype.automaticrequired) then
return "return function() return true end"
end
local input;
if (prototype.statesParameter) then
input = {"state", "event"};
else
input = {"event"};
end
local required = {};
local tests = {};
local debug = {};
local store = {};
local init;
if(prototype.init) then
init = prototype.init(trigger);
else
init = "";
end
for index, arg in pairs(prototype.args) do
local enable = arg.type ~= "description";
if(type(arg.enable) == "function") then
enable = arg.enable(trigger);
elseif type(arg.enable) == "boolean" then
enable = arg.enable
end
if(enable) then
local name = arg.name;
if not(arg.name or arg.hidden) then
tinsert(input, "_");
else
if(arg.init == "arg") then
tinsert(input, name);
elseif(arg.init) then
init = init.."local "..name.." = "..arg.init.."\n";
end
if (arg.store) then
tinsert(store, name);
end
local test = ConstructTest(trigger, arg);
if (test) then
if(arg.required) then
tinsert(required, test);
else
tinsert(tests, test);
end
if(arg.debug) then
tinsert(debug, arg.debug:format(trigger[name]));
end
end
end
end
end
local ret = "return function("..tconcat(input, ", ")..")\n";
ret = ret..(init or "");
ret = ret..(#debug > 0 and tconcat(debug, "\n") or "");
ret = ret.."if(";
ret = ret..((#required > 0) and tconcat(required, " and ").." and " or "");
if(inverse) then
ret = ret.."not ("..(#tests > 0 and tconcat(tests, " and ") or "true")..")";
else
ret = ret..(#tests > 0 and tconcat(tests, " and ") or "true");
end
ret = ret..") then\n";
if(#debug > 0) then
ret = ret.."print('ret: true');\n";
end
if (not inverse) then
if (prototype.statesParameter == "all") then
ret = ret .. " state[cloneId] = state[cloneId] or {}\n"
ret = ret .. " state = state[cloneId]\n"
ret = ret .. " state.changed = true\n"
end
for _, v in ipairs(store) do
ret = ret .. " if (state." .. v .. " ~= " .. v .. ") then\n"
ret = ret .. " state." .. v .. " = " .. v .. "\n"
ret = ret .. " state.changed = true\n"
ret = ret .. " end\n"
end
end
ret = ret.."return true else return false end end";
return ret;
end
function WeakAuras.EndEvent(id, triggernum, force, state)
if state then
if (state.show ~= false and state.show ~= nil) then
state.show = false;
state.changed = true;
end
return state.changed;
else
return false
end
end
local function RunOverlayFuncs(event, state)
state.additionalProgress = state.additionalProgress or {};
local changed = false;
for i, overlayFunc in ipairs(event.overlayFuncs) do
state.additionalProgress[i] = state.additionalProgress[i] or {};
local additionalProgress = state.additionalProgress[i];
local ok, a, b, c = pcall(overlayFunc, event.trigger, state);
if (not ok) then
geterrorhandler()(a)
additionalProgress.min = nil;
additionalProgress.max = nil;
additionalProgress.direction = nil;
additionalProgress.width = nil;
additionalProgress.offset = nil;
elseif (type(a) == "string") then
if (additionalProgress.direction ~= a) then
additionalProgress.direction = a;
changed = true;
end
if (additionalProgress.width ~= b) then
additionalProgress.width = b;
changed = true;
end
if (additionalProgress.offset ~= c) then
additionalProgress.offset = c;
changed = true;
end
additionalProgress.min = nil;
additionalProgress.max = nil;
else
if (additionalProgress.min ~= a) then
additionalProgress.min = a;
changed = true;
end
if (additionalProgress.max ~= b) then
additionalProgress.max = b;
changed = true;
end
if additionalProgress.direction then
changed = true
end
additionalProgress.direction = nil;
additionalProgress.width = nil;
additionalProgress.offset = nil;
end
end
state.changed = changed or state.changed;
end
local function callFunctionForActivateEvent(func, trigger, fallback, errorHandler)
if not func then
return fallback
end
local ok, value = pcall(func, trigger)
if ok and value then
return value
else
if not ok then
errorHandler(value)
end
return fallback
end
end
function WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)
local changed = state.changed or false;
if (state.show ~= true) then
state.show = true;
changed = true;
end
if (data.duration) then
local expirationTime = GetTime() + data.duration;
if (state.expirationTime ~= expirationTime) then
state.expirationTime = expirationTime;
changed = true;
end
if (state.duration ~= data.duration) then
state.duration = data.duration;
changed = true;
end
if (state.progressType ~= "timed") then
state.progressType = "timed";
changed = true;
end
local autoHide = data.automaticAutoHide;
if (state.value or state.total or state.inverse or state.autoHide ~= autoHide) then
changed = true;
end
state.value = nil;
state.total = nil;
state.inverse = nil;
state.autoHide = autoHide;
elseif (data.durationFunc) then
local ok, arg1, arg2, arg3, inverse = pcall(data.durationFunc, data.trigger);
if not ok then
errorHandler(arg1);
arg1 = 0;
arg2 = 0;
else
arg1 = type(arg1) == "number" and arg1 or 0;
arg2 = type(arg2) == "number" and arg2 or 0;
end
if (state.inverse ~= inverse) then
state.inverse = inverse;
changed = true;
end
if (arg3) then
if (state.progressType ~= "static") then
state.progressType = "static";
changed = true;
end
if (state.duration) then
state.duration = nil;
changed = true;
end
if (state.expirationTime) then
state.expirationTime = nil;
changed = true;
end
local autoHide = nil;
if (state.autoHide ~= autoHide) then
changed = true;
state.autoHide = autoHide;
end
if (state.value ~= arg1) then
state.value = arg1;
changed = true;
end
if (state.total ~= arg2) then
state.total = arg2;
changed = true;
end
else
if (state.progressType ~= "timed") then
state.progressType = "timed";
changed = true;
end
if (state.duration ~= arg1) then
state.duration = arg1;
end
if (state.expirationTime ~= arg2) then
state.expirationTime = arg2;
changed = true;
end
local autoHide = data.automaticAutoHide and arg1 > 0.01;
if (state.autoHide ~= autoHide) then
changed = true;
state.autoHide = autoHide;
end
if (state.value or state.total) then
changed = true;
end
state.value = nil;
state.total = nil;
end
end
local name = callFunctionForActivateEvent(data.nameFunc, data.trigger, state.name, errorHandler)
local icon = callFunctionForActivateEvent(data.iconFunc, data.trigger, state.icon, errorHandler)
local texture = callFunctionForActivateEvent(data.textureFunc, data.trigger, state.texture, errorHandler)
local stacks = callFunctionForActivateEvent(data.stacksFunc, data.trigger, state.stacks, errorHandler)
if (state.name ~= name) then
state.name = name;
changed = true;
end
if (state.icon ~= icon) then
state.icon = icon;
changed = true;
end
if (state.texture ~= texture) then
state.texture = texture;
changed = true;
end
if (state.stacks ~= stacks) then
state.stacks = stacks;
changed = true;
end
if (data.overlayFuncs) then
RunOverlayFuncs(data, state);
else
state.additionalProgress = nil;
end
state.changed = state.changed or changed;
return state.changed;
end
local function ignoreErrorHandler()
end
local function RunTriggerFunc(allStates, data, id, triggernum, event, arg1, arg2, ...)
local optionsEvent = event == "OPTIONS";
local errorHandler = optionsEvent and ignoreErrorHandler or geterrorhandler()
local updateTriggerState = false;
if(data.triggerFunc) then
local untriggerCheck = false;
if (data.statesParameter == "full") then
local ok, returnValue = pcall(data.triggerFunc, allStates, event, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif ok and returnValue then
updateTriggerState = true;
end
elseif (data.statesParameter == "all") then
local ok, returnValue = pcall(data.triggerFunc, allStates, event, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif (ok and returnValue) or optionsEvent then
for id, state in pairs(allStates) do
if (state.changed) then
if (WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)) then
updateTriggerState = true;
end
end
end
else
untriggerCheck = true;
end
elseif (data.statesParameter == "unit") then
if arg1 then
local unit, cloneId
if WeakAuras.multiUnitUnits[data.trigger.unit] then
unit = arg1
cloneId = arg1
else
unit = data.trigger.unit
cloneId = ""
end
allStates[cloneId] = allStates[cloneId] or {};
local state = allStates[cloneId];
local ok, returnValue = pcall(data.triggerFunc, state, event, unit, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif (ok and returnValue) or optionsEvent then
if(WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)) then
updateTriggerState = true;
end
else
untriggerCheck = true;
end
end
elseif (data.statesParameter == "one") then
allStates[""] = allStates[""] or {};
local state = allStates[""];
local ok, returnValue = pcall(data.triggerFunc, state, event, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif (ok and returnValue) or optionsEvent then
if(WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)) then
updateTriggerState = true;
end
else
untriggerCheck = true;
end
else
local ok, returnValue = pcall(data.triggerFunc, event, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif (ok and returnValue) or optionsEvent then
allStates[""] = allStates[""] or {};
local state = allStates[""];
if(WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)) then
updateTriggerState = true;
end
else
untriggerCheck = true;
end
end
if (untriggerCheck and not optionsEvent) then
if (data.statesParameter == "all") then
if data.untriggerFunc then
local ok, returnValue = pcall(data.untriggerFunc, allStates, event, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif (ok and returnValue) or optionsEvent then
for id, state in pairs(allStates) do
if (state.changed) then
if (WeakAuras.EndEvent(id, triggernum, nil, state)) then
updateTriggerState = true;
end
end
end
end
end
elseif data.statesParameter == "unit" then
if data.untriggerFunc then
if arg1 then
local cloneId = WeakAuras.multiUnitUnits[data.trigger.unit] and arg1 or ""
local state = allStates[cloneId]
if state then
local ok, returnValue = pcall(data.untriggerFunc, state, event, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif ok and returnValue then
if (WeakAuras.EndEvent(id, triggernum, nil, state)) then
updateTriggerState = true;
end
end
end
end
end
elseif (data.statesParameter == "one") then
allStates[""] = allStates[""] or {};
local state = allStates[""];
if data.untriggerFunc then
local ok, returnValue = pcall(data.untriggerFunc, state, event, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif (ok and returnValue) then
if (WeakAuras.EndEvent(id, triggernum, nil, state)) then
updateTriggerState = true;
end
end
end
else
if data.untriggerFunc then
local ok, returnValue = pcall(data.untriggerFunc, event, arg1, arg2, ...);
if not ok then
errorHandler(returnValue)
elseif (ok and returnValue) then
allStates[""] = allStates[""] or {};
local state = allStates[""];
if(WeakAuras.EndEvent(id, triggernum, nil, state)) then
updateTriggerState = true;
end
end
end
end
end
end
return updateTriggerState;
end
function WeakAuras.ScanEvents(event, arg1, arg2, ...)
local orgEvent = event;
WeakAuras.StartProfileSystem("generictrigger " .. orgEvent )
local event_list = loaded_events[event];
if (not event_list) then
WeakAuras.StopProfileSystem("generictrigger " .. orgEvent )
return
end
if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
event_list = event_list[arg2];
if (not event_list) then
WeakAuras.StopProfileSystem("generictrigger " .. orgEvent )
return;
end
WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ...);
elseif (event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
-- This reverts the COMBAT_LOG_EVENT_UNFILTERED_CUSTOM workaround so that custom triggers that check the event argument will work as expected
if(event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
event = "COMBAT_LOG_EVENT_UNFILTERED";
end
WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ...);
else
WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ...);
end
WeakAuras.StopProfileSystem("generictrigger " .. orgEvent )
end
function WeakAuras.ScanUnitEvents(event, unit, ...)
WeakAuras.StartProfileSystem("generictrigger " .. event .. " " .. unit)
local unit_list = loaded_unit_events[unit]
if unit_list then
local event_list = unit_list[event]
if event_list then
for id, triggers in pairs(event_list) do
WeakAuras.StartProfileAura(id);
WeakAuras.ActivateAuraEnvironment(id);
local updateTriggerState = false;
for triggernum, data in pairs(triggers) do
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
if (RunTriggerFunc(allStates, data, id, triggernum, event, unit, ...)) then
updateTriggerState = true;
end
end
if (updateTriggerState) then
WeakAuras.UpdatedTriggerState(id);
end
WeakAuras.StopProfileAura(id);
WeakAuras.ActivateAuraEnvironment(nil);
end
end
end
WeakAuras.StopProfileSystem("generictrigger " .. event .. " " .. unit)
end
function WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ... )
for id, triggers in pairs(event_list) do
WeakAuras.StartProfileAura(id);
WeakAuras.ActivateAuraEnvironment(id);
local updateTriggerState = false;
for triggernum, data in pairs(triggers) do
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
if (RunTriggerFunc(allStates, data, id, triggernum, event, arg1, arg2, ...)) then
updateTriggerState = true;
end
end
if (updateTriggerState) then
WeakAuras.UpdatedTriggerState(id);
end
WeakAuras.StopProfileAura(id);
WeakAuras.ActivateAuraEnvironment(nil);
end
end
local function AddFakeTime(state)
if state.progressType == "timed" then
if state.expirationTime and state.expirationTime ~= math.huge and state.expirationTime > GetTime() then
return
end
state.progressType = "timed"
state.expirationTime = GetTime() + 7
state.duration = 7
end
end
function GenericTrigger.CreateFakeStates(id, triggernum)
local data = WeakAuras.GetData(id)
WeakAuras.ActivateAuraEnvironment(id);
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, "OPTIONS")
local shown = 0
for id, state in pairs(allStates) do
if state.show then
shown = shown + 1
end
state.autoHide = false
AddFakeTime(state)
end
if shown == 0 then
local state = {}
GenericTrigger.CreateFallbackState(data, triggernum, state)
allStates[""] = state
state.autoHide = false
AddFakeTime(state)
end
WeakAuras.ActivateAuraEnvironment(nil);
end
function GenericTrigger.ScanWithFakeEvent(id, fake)
local updateTriggerState = false;
WeakAuras.ActivateAuraEnvironment(id);
for triggernum, event in pairs(events[id] or {}) do
local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
if (event.force_events) then
if (type(event.force_events) == "string") then
updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, event.force_events) or updateTriggerState;
elseif (type(event.force_events) == "table") then
for index, event_args in pairs(event.force_events) do
updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, unpack(event_args)) or updateTriggerState;
end
elseif (type(event.force_events) == "boolean" and event.force_events) then
for i, eventName in pairs(event.events) do
if eventName == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM" then
eventName = "COMBAT_LOG_EVENT_UNFILTERED"
end
updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, eventName) or updateTriggerState;
end
for unit, unitData in pairs(event.unit_events) do
for _, event in ipairs(unitData) do
updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, event, unit) or updateTriggerState
end
end
end
end
end
if (updateTriggerState) then
WeakAuras.UpdatedTriggerState(id);
end
WeakAuras.ActivateAuraEnvironment(nil);
end
function GenericTrigger.ScanAll()
for id, _ in pairs(loaded_auras) do
GenericTrigger.ScanWithFakeEvent(id);
end
end
function HandleEvent(frame, event, arg1, arg2, ...)
WeakAuras.StartProfileSystem("generictrigger " .. event);
if not(WeakAuras.IsPaused()) then
if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
WeakAuras.ScanEvents(event, arg1, arg2, ...);
-- This triggers the scanning of "hacked" COMBAT_LOG_EVENT_UNFILTERED events that were renamed in order to circumvent
-- the "proper" COMBAT_LOG_EVENT_UNFILTERED checks
WeakAuras.ScanEvents("COMBAT_LOG_EVENT_UNFILTERED_CUSTOM", arg1, arg2, ...);
else
WeakAuras.ScanEvents(event, arg1, arg2, ...);
end
end
if (event == "PLAYER_ENTERING_WORLD") then
timer:ScheduleTimer(function()
WeakAuras.StartProfileSystem("generictrigger WA_DELAYED_PLAYER_ENTERING_WORLD");
HandleEvent(frame, "WA_DELAYED_PLAYER_ENTERING_WORLD");
WeakAuras.CheckCooldownReady();
WeakAuras.StopProfileSystem("generictrigger WA_DELAYED_PLAYER_ENTERING_WORLD");
WeakAuras.PreShowModels()
end,
0.8); -- Data not available
timer:ScheduleTimer(function()
WeakAuras.PreShowModels()
end,
4); -- Data not available
end
WeakAuras.StopProfileSystem("generictrigger " .. event);
end
function HandleUnitEvent(frame, event, unit, ...)
if frame.unit ~= unit then return end
WeakAuras.StartProfileSystem("generictrigger " .. event .. " " .. unit);
if not(WeakAuras.IsPaused()) then
if (UnitIsUnit(unit, frame.unit)) then
WeakAuras.ScanUnitEvents(event, frame.unit, ...);
end
end
WeakAuras.StopProfileSystem("generictrigger " .. event .. " " .. unit);
end
function GenericTrigger.UnloadAll()
wipe(loaded_auras);
wipe(loaded_events);
wipe(loaded_unit_events);
WeakAuras.UnregisterAllEveryFrameUpdate();
end
function GenericTrigger.UnloadDisplays(toUnload)
for id in pairs(toUnload) do
loaded_auras[id] = false;
for eventname, events in pairs(loaded_events) do
if(eventname == "COMBAT_LOG_EVENT_UNFILTERED") then
for subeventname, subevents in pairs(events) do
subevents[id] = nil;
end
else
events[id] = nil;
end
end
for unit, events in pairs(loaded_unit_events) do
for eventname, auras in pairs(events) do
auras[id] = nil;
end
end
WeakAuras.UnregisterEveryFrameUpdate(id);
end
end
local genericTriggerRegisteredEvents = {};
local genericTriggerRegisteredUnitEvents = {};
local frame = CreateFrame("FRAME");
frame.unitFrames = {};
WeakAuras.frames["WeakAuras Generic Trigger Frame"] = frame;
frame:RegisterEvent("PLAYER_ENTERING_WORLD");
genericTriggerRegisteredEvents["PLAYER_ENTERING_WORLD"] = true;
frame:SetScript("OnEvent", HandleEvent);
function GenericTrigger.Delete(id)
GenericTrigger.UnloadDisplays({[id] = true});
end
function GenericTrigger.Rename(oldid, newid)
events[newid] = events[oldid];
events[oldid] = nil;
for eventname, events in pairs(loaded_events) do
if(eventname == "COMBAT_LOG_EVENT_UNFILTERED") then
for subeventname, subevents in pairs(events) do
subevents[oldid] = subevents[newid];
subevents[oldid] = nil;
end
else
events[newid] = events[oldid];
events[oldid] = nil;
end
end
for unit, events in pairs(loaded_unit_events) do
for eventname, auras in pairs(events) do
auras[newid] = auras[oldid]
auras[oldid] = nil
end
end
WeakAuras.EveryFrameUpdateRename(oldid, newid)
end
local function MultiUnitLoop(Func, unit, ...)
unit = string.lower(unit)
if unit == "boss" or unit == "arena" then
for i = 1, 5 do
Func(unit..i, ...)
end
elseif unit == "group" then
Func("player", ...)
for i = 1, 4 do
Func("party"..i, ...)
end
for i = 1, 40 do
Func("raid"..i, ...)
end
elseif unit == "party" then
Func("player", ...)
for i = 1, 4 do
Func("party"..i, ...)
end
elseif unit == "raid" then
for i = 1, 40 do
Func("raid"..i, ...)
end
else
Func(unit, ...)
end
end
function LoadEvent(id, triggernum, data)
if data.events then
for index, event in pairs(data.events) do
loaded_events[event] = loaded_events[event] or {};
if(event == "COMBAT_LOG_EVENT_UNFILTERED" and data.subevents) then
for i, subevent in pairs(data.subevents) do
loaded_events[event][subevent] = loaded_events[event][subevent] or {};
loaded_events[event][subevent][id] = loaded_events[event][subevent][id] or {}
loaded_events[event][subevent][id][triggernum] = data;
end
else
loaded_events[event][id] = loaded_events[event][id] or {};
loaded_events[event][id][triggernum] = data;
end
end
end
if (data.internal_events) then
for index, event in pairs(data.internal_events) do
loaded_events[event] = loaded_events[event] or {};
loaded_events[event][id] = loaded_events[event][id] or {};
loaded_events[event][id][triggernum] = data;
end
end
if data.unit_events then
for unit, events in pairs(data.unit_events) do
unit = string.lower(unit)
for index, event in pairs(events) do
MultiUnitLoop(
function(unit)
loaded_unit_events[unit] = loaded_unit_events[unit] or {};
loaded_unit_events[unit][event] = loaded_unit_events[unit][event] or {};
loaded_unit_events[unit][event][id] = loaded_unit_events[unit][event][id] or {}
loaded_unit_events[unit][event][id][triggernum] = data;
end, unit
)
end
end
end
if (data.loadFunc) then
data.loadFunc(data.trigger);
end
end
local function trueFunction()
return true;
end
local eventsToRegister = {};
local unitEventsToRegister = {};
function GenericTrigger.LoadDisplays(toLoad, loadEvent, ...)
for id in pairs(toLoad) do
local register_for_frame_updates = false;
if(events[id]) then
loaded_auras[id] = true;
for triggernum, data in pairs(events[id]) do
if data.events then
for index, event in pairs(data.events) do
if (event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
if not genericTriggerRegisteredEvents["COMBAT_LOG_EVENT_UNFILTERED"] then
eventsToRegister["COMBAT_LOG_EVENT_UNFILTERED"] = true;
end
elseif (event == "FRAME_UPDATE") then
register_for_frame_updates = true;
else
if (genericTriggerRegisteredEvents[event]) then
-- Already registered event
else
eventsToRegister[event] = true;
end
end
end
end
if data.unit_events then
for unit, events in pairs(data.unit_events) do
for index, event in pairs(events) do
MultiUnitLoop(
function (unit)
if not (genericTriggerRegisteredUnitEvents[unit] and genericTriggerRegisteredUnitEvents[unit][event]) then
unitEventsToRegister[unit] = unitEventsToRegister[unit] or {}
unitEventsToRegister[unit][event] = true
end
end, unit
)
end
end
end
LoadEvent(id, triggernum, data);
end
end
if(register_for_frame_updates) then
WeakAuras.RegisterEveryFrameUpdate(id);
else
WeakAuras.UnregisterEveryFrameUpdate(id);
end
end
for event in pairs(eventsToRegister) do
pcall(frame.RegisterEvent, frame, event)
genericTriggerRegisteredEvents[event] = true;
end
for unit, events in pairs(unitEventsToRegister) do
for event in pairs(events) do
if not frame.unitFrames[unit] then
frame.unitFrames[unit] = CreateFrame("FRAME")
frame.unitFrames[unit].unit = unit
frame.unitFrames[unit]:SetScript("OnEvent", HandleUnitEvent);
end
pcall(frame.unitFrames[unit].RegisterEvent, frame.unitFrames[unit], event, unit)
genericTriggerRegisteredUnitEvents[unit] = genericTriggerRegisteredUnitEvents[unit] or {};
genericTriggerRegisteredUnitEvents[unit][event] = true;
end
end
for id in pairs(toLoad) do
GenericTrigger.ScanWithFakeEvent(id);
end
-- Replay events that lead to loading, if we weren't already registered for them
if (eventsToRegister[loadEvent]) then
WeakAuras.ScanEvents(loadEvent, ...);
end
local loadUnit = ...
if loadUnit and unitEventsToRegister[loadUnit] and unitEventsToRegister[loadUnit][loadEvent] then
WeakAuras.ScanUnitEvents(loadEvent, ...);
end
wipe(eventsToRegister);
wipe(unitEventsToRegister);
end
function GenericTrigger.FinishLoadUnload()
end
--- Adds a display, creating all internal data structures for all triggers.
-- @param data
-- @param region
function GenericTrigger.Add(data, region)
local id = data.id;
events[id] = nil;
WeakAuras.forceable_events[id] = {};
for triggernum, triggerData in ipairs(data.triggers) do
local trigger, untrigger = triggerData.trigger, triggerData.untrigger
local triggerType;
if(trigger and type(trigger) == "table") then
triggerType = trigger.type;
if(triggerType == "status" or triggerType == "event" or triggerType == "custom") then
local triggerFuncStr, triggerFunc, untriggerFuncStr, untriggerFunc, statesParameter;
local trigger_events = {};
local internal_events = {};
local trigger_unit_events = {};
local trigger_subevents = {};
local force_events = false;
local durationFunc, overlayFuncs, nameFunc, iconFunc, textureFunc, stacksFunc, loadFunc;
local tsuConditionVariables;
if(triggerType == "status" or triggerType == "event") then
if not(trigger.event) then
error("Improper arguments to WeakAuras.Add - trigger type is \"event\" but event is not defined");
elseif not(event_prototypes[trigger.event]) then
if(event_prototypes["Health"]) then
trigger.event = "Health";
else
error("Improper arguments to WeakAuras.Add - no event prototype can be found for event type \""..trigger.event.."\" and default prototype reset failed.");
end
else
if (trigger.event == "Combat Log") then
if (not trigger.subeventPrefix) then
trigger.subeventPrefix = ""
end
if (not trigger.subeventSuffix) then
trigger.subeventSuffix = "";
end
if not(WeakAuras.subevent_actual_prefix_types[trigger.subeventPrefix]) then
trigger.subeventSuffix = "";
end
end
triggerFuncStr = ConstructFunction(event_prototypes[trigger.event], trigger);
statesParameter = event_prototypes[trigger.event].statesParameter;
WeakAuras.debug(id.." - "..triggernum.." - Trigger", 1);
WeakAuras.debug(triggerFuncStr);
triggerFunc = WeakAuras.LoadFunction(triggerFuncStr, id);
durationFunc = event_prototypes[trigger.event].durationFunc;
nameFunc = event_prototypes[trigger.event].nameFunc;
iconFunc = event_prototypes[trigger.event].iconFunc;
textureFunc = event_prototypes[trigger.event].textureFunc;
stacksFunc = event_prototypes[trigger.event].stacksFunc;
loadFunc = event_prototypes[trigger.event].loadFunc;
if (event_prototypes[trigger.event].overlayFuncs) then
overlayFuncs = {};
local dest = 1;
for i, v in ipairs(event_prototypes[trigger.event].overlayFuncs) do
if (v.enable(trigger)) then
overlayFuncs[dest] = v.func;
dest = dest + 1;
end
end
end
if (event_prototypes[trigger.event].automaticrequired) then
trigger.unevent = "auto";
elseif event_prototypes[trigger.event].timedrequired then
if type(event_prototypes[trigger.event].timedrequired) == "function" then
if event_prototypes[trigger.event].timedrequired(trigger) then
trigger.unevent = "timed"
else
if not(WeakAuras.eventend_types[trigger.unevent]) then
trigger.unevent = "timed"
end
end
else
trigger.unevent = "timed"
end
elseif event_prototypes[trigger.event].automatic then
if not(WeakAuras.autoeventend_types[trigger.unevent]) then
trigger.unevent = "auto"
end
else
if not(WeakAuras.eventend_types[trigger.unevent]) then
trigger.unevent = "timed"
end
end
trigger.duration = trigger.duration or "1"
if(trigger.unevent == "custom") then
untriggerFuncStr = ConstructFunction(event_prototypes[trigger.event], untrigger);
elseif(trigger.unevent == "auto") then
untriggerFuncStr = ConstructFunction(event_prototypes[trigger.event], trigger, true);
end
if(untriggerFuncStr) then
WeakAuras.debug(id.." - "..triggernum.." - Untrigger", 1)
WeakAuras.debug(untriggerFuncStr);
untriggerFunc = WeakAuras.LoadFunction(untriggerFuncStr, id);
end
local prototype = event_prototypes[trigger.event];
if(prototype) then
local trigger_all_events = prototype.events;
internal_events = prototype.internal_events;
force_events = prototype.force_events;
if prototype.subevents then
trigger_subevents = prototype.subevents
if trigger_subevents and type(trigger_subevents) == "function" then
trigger_subevents = trigger_subevents(trigger, untrigger)
end
end
if (type(trigger_all_events) == "function") then
trigger_all_events = trigger_all_events(trigger, untrigger);
end
trigger_events = trigger_all_events.events
trigger_unit_events = trigger_all_events.unit_events
if (type(internal_events) == "function") then
internal_events = internal_events(trigger, untrigger);
end
if (type(force_events) == "function") then
force_events = force_events(trigger, untrigger)
end
end
end
else
triggerFunc = WeakAuras.LoadFunction("return "..(trigger.custom or ""), id);
if (trigger.custom_type == "stateupdate") then
tsuConditionVariables = WeakAuras.LoadFunction("return function() return \n" .. (trigger.customVariables or "") .. "\n end");
end
if(trigger.custom_type == "status" or trigger.custom_type == "event" and trigger.custom_hide == "custom") then
untriggerFunc = WeakAuras.LoadFunction("return "..(untrigger.custom or ""), id);
if (not untriggerFunc) then
untriggerFunc = trueFunction;
end
end
if(trigger.custom_type ~= "stateupdate" and trigger.customDuration and trigger.customDuration ~= "") then
durationFunc = WeakAuras.LoadFunction("return "..trigger.customDuration, id);
end
if(trigger.custom_type ~= "stateupdate") then
overlayFuncs = {};
for i = 1, 7 do
local property = "customOverlay" .. i;
if (trigger[property] and trigger[property] ~= "") then
overlayFuncs[i] = WeakAuras.LoadFunction("return ".. trigger[property], id);
end
end
end
if(trigger.custom_type ~= "stateupdate" and trigger.customName and trigger.customName ~= "") then
nameFunc = WeakAuras.LoadFunction("return "..trigger.customName, id);
end
if(trigger.custom_type ~= "stateupdate" and trigger.customIcon and trigger.customIcon ~= "") then
iconFunc = WeakAuras.LoadFunction("return "..trigger.customIcon, id);
end
if(trigger.custom_type ~= "stateupdate" and trigger.customTexture and trigger.customTexture ~= "") then
textureFunc = WeakAuras.LoadFunction("return "..trigger.customTexture, id);
end
if(trigger.custom_type ~= "stateupdate" and trigger.customStacks and trigger.customStacks ~= "") then
stacksFunc = WeakAuras.LoadFunction("return "..trigger.customStacks, id);
end
if((trigger.custom_type == "status" or trigger.custom_type == "stateupdate") and trigger.check == "update") then
trigger_events = {"FRAME_UPDATE"};
else
local rawEvents = WeakAuras.split(trigger.events);
for index, event in pairs(rawEvents) do
-- custom events in the form of event:unit1:unit2:unitX are registered with RegisterUnitEvent
local trueEvent
local hasParam = false
local isCLEU = false
local isUnitEvent = false
for i in event:gmatch("[^:]+") do
if not trueEvent then
trueEvent = string.upper(i)
isCLEU = trueEvent == "CLEU" or trueEvent == "COMBAT_LOG_EVENT_UNFILTERED"
elseif isCLEU then
local subevent = string.upper(i)
if WeakAuras.IsCLEUSubevent(subevent) then
tinsert(trigger_subevents, subevent)
hasParam = true
end
elseif trueEvent:match("^UNIT_") then
MultiUnitLoop(
function(unit)
trigger_unit_events[unit] = trigger_unit_events[unit] or {}
tinsert(trigger_unit_events[unit], trueEvent)
isUnitEvent = true
end, i
)
end
end
if isCLEU then
if hasParam then
tinsert(trigger_events, "COMBAT_LOG_EVENT_UNFILTERED")
else
-- This is a dirty, lazy, dirty hack. "Proper" COMBAT_LOG_EVENT_UNFILTERED events are indexed by their sub-event types (e.g. SPELL_PERIODIC_DAMAGE),
-- but custom COMBAT_LOG_EVENT_UNFILTERED events are not guaranteed to have sub-event types. Thus, if the user specifies that they want to use
-- COMBAT_LOG_EVENT_UNFILTERED, this hack renames the event to COMBAT_LOG_EVENT_UNFILTERED_CUSTOM to circumvent the COMBAT_LOG_EVENT_UNFILTERED checks
-- that are already in place. Replacing all those checks would be a pain in the ass.
tinsert(trigger_events, "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM")
end
elseif isUnitEvent then
-- not added to trigger_events
else
tinsert(trigger_events, event)
end
force_events = trigger.custom_type == "status" or trigger.custom_type == "stateupdate";
end
end
if (trigger.custom_type == "stateupdate") then
statesParameter = "full";
end
end
local automaticAutoHide;
local duration;
if(triggerType == "custom"
and trigger.custom_type == "event"
and trigger.custom_hide == "timed") then
automaticAutoHide = true;
if (not trigger.dynamicDuration) then
duration = tonumber(trigger.duration);
end
end
if (triggerType == "event" and trigger.unevent == "timed") then
duration = tonumber(trigger.duration);
automaticAutoHide = true;
end
if triggerType == "event" and trigger.event == "Combat Log" and trigger.subeventPrefix and trigger.subeventSuffix then
tinsert(trigger_subevents, trigger.subeventPrefix .. trigger.subeventSuffix)
end
events[id] = events[id] or {};
events[id][triggernum] = {
trigger = trigger,
triggerFunc = triggerFunc,
untriggerFunc = untriggerFunc,
statesParameter = statesParameter,
event = trigger.event,
events = trigger_events,
internal_events = internal_events,
force_events = force_events,
unit_events = trigger_unit_events,
inverse = trigger.use_inverse,
subevents = trigger_subevents,
unevent = trigger.unevent,
durationFunc = durationFunc,
overlayFuncs = overlayFuncs,
nameFunc = nameFunc,
iconFunc = iconFunc,
textureFunc = textureFunc,
stacksFunc = stacksFunc,
loadFunc = loadFunc,
duration = duration,
automaticAutoHide = automaticAutoHide,
tsuConditionVariables = tsuConditionVariables
};
end
end
end
end
do
local update_clients = {};
local update_clients_num = 0;
local update_frame = nil
WeakAuras.frames["Custom Trigger Every Frame Updater"] = update_frame;
local updating = false;
function WeakAuras.RegisterEveryFrameUpdate(id)
if not(update_clients[id]) then
update_clients[id] = true;
update_clients_num = update_clients_num + 1;
end
if not(update_frame) then
update_frame = CreateFrame("FRAME");
end
if not(updating) then
update_frame:SetScript("OnUpdate", function()
if not(WeakAuras.IsPaused()) then
WeakAuras.ScanEvents("FRAME_UPDATE");
end
end);
updating = true;
end
end
function WeakAuras.EveryFrameUpdateRename(oldid, newid)
update_clients[newid] = update_clients[oldid];
update_clients[oldid] = nil;
end
function WeakAuras.UnregisterEveryFrameUpdate(id)
if(update_clients[id]) then
update_clients[id] = nil;
update_clients_num = update_clients_num - 1;
end
if(update_clients_num == 0 and update_frame and updating) then
update_frame:SetScript("OnUpdate", nil);
updating = false;
end
end
function WeakAuras.UnregisterAllEveryFrameUpdate()
if (not update_frame) then
return;
end
wipe(update_clients);
update_clients_num = 0;
update_frame:SetScript("OnUpdate", nil);
updating = false;
end
end
local combatLogUpgrade = {
["sourceunit"] = "sourceUnit",
["source"] = "sourceName",
["destunit"] = "destUnit",
["dest"] = "destName"
}
local oldPowerTriggers = {
["Combo Points"] = 4,
["Holy Power"] = 9,
["Insanity"] = 13,
["Chi Power"] = 12,
["Astral Power"] = 8,
["Maelstrom"] = 11,
["Arcane Charges"] = 16,
["Fury"] = 17,
["Pain"] = 18,
["Shards"] = 7,
}
function GenericTrigger.Modernize(data)
for triggernum, triggerData in ipairs(data.triggers) do
local trigger, untrigger = triggerData.trigger, triggerData.untrigger
if (data.internalVersion < 2) then
-- Convert any references to "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM" to "COMBAT_LOG_EVENT_UNFILTERED"
if(trigger and trigger.custom) then
trigger.custom = trigger.custom:gsub("COMBAT_LOG_EVENT_UNFILTERED_CUSTOM", "COMBAT_LOG_EVENT_UNFILTERED");
end
if(untrigger and untrigger.custom) then
untrigger.custom = untrigger.custom:gsub("COMBAT_LOG_EVENT_UNFILTERED_CUSTOM", "COMBAT_LOG_EVENT_UNFILTERED");
end
if trigger and trigger["event"] and trigger["event"] == "DBM Timer" then
if (type(trigger.spellId) == "number") then
trigger.spellId = tostring(trigger.spellId);
end
end
if trigger and trigger["event"] and trigger["event"] == "Item Set Equipped" then
trigger.event = "Equipment Set";
end
-- Convert ember trigger
local fixEmberTrigger = function(trigger)
if (trigger.power and not trigger.ember) then
trigger.ember = tostring(tonumber(trigger.power) * 10);
trigger.use_ember = trigger.use_power
trigger.ember_operator = trigger.power_operator;
trigger.power = nil;
trigger.use_power = nil;
trigger.power_operator = nil;
end
end
if (trigger and trigger.type and trigger.event and trigger.type == "status" and trigger.event == "Burning Embers") then
fixEmberTrigger(trigger);
fixEmberTrigger(untrigger);
end
if (trigger and trigger.type and trigger.event and trigger.type == "status"
and (trigger.event == "Cooldown Progress (Spell)"
or trigger.event == "Cooldown Progress (Item)"
or trigger.event == "Death Knight Rune")) then
if (not trigger.showOn) then
if (trigger.use_inverse) then
trigger.showOn = "showOnReady"
else
trigger.showOn = "showOnCooldown"
end
if (trigger.event == "Death Knight Rune") then
trigger.use_genericShowOn = true;
end
trigger.use_inverse = nil
end
end
for old, new in pairs(combatLogUpgrade) do
if (trigger and trigger[old]) then
local useOld = "use_" .. old;
local useNew = "use_" .. new;
trigger[useNew] = trigger[useOld];
trigger[new] = trigger[old];
trigger[old] = nil;
trigger[useOld] = nil;
end
end
-- Convert separated Power Triggers to sub options of the Power trigger
if (trigger and trigger.type and trigger.event and trigger.type == "status" and oldPowerTriggers[trigger.event]) then
trigger.powertype = oldPowerTriggers[trigger.event]
trigger.use_powertype = true;
trigger.use_percentpower = false;
if (trigger.event == "Combo Points") then
trigger.power = trigger.combopoints;
trigger.power_operator = trigger.combopoints_operator
trigger.use_power = trigger.use_combopoints;
end
trigger.event = "Power";
trigger.unit = "player";
end
end
if data.internalVersion < 6 then
if trigger and trigger.type ~= "aura" then
trigger.genericShowOn = trigger.showOn or "showOnActive"
trigger.showOn = nil
trigger.use_genericShowOn = trigger.use_showOn
end
end
end
end
function GenericTrigger.AllAdded()
-- Remove GTFO options if GTFO isn't enabled and there are no saved GTFO auras
local hideGTFO = true;
local hideDBM = true;
if (GTFO) then
hideGTFO = false;
end
if (DBM) then
hideDBM = false;
end
for id, event in pairs(events) do
for triggernum, data in pairs(event) do
if (data.trigger.event == "GTFO") then
hideGTFO = false;
end
if (data.trigger.event == "DBM Announce" or data.trigger.event == "DBM Timer") then
hideDBM = false;
end
end
end
if (hideGTFO) then
WeakAuras.event_types["GTFO"] = nil;
end
if (hideDBM) then
WeakAuras.event_types["DBM Announce"] = nil;
WeakAuras.status_types["DBM Timer"] = nil;
end
end
--#############################
--# Support code for triggers #
--#############################
-- Swing timer support code
do
local mh = GetInventorySlotInfo("MainHandSlot")
local oh = GetInventorySlotInfo("SecondaryHandSlot")
local ranged = GetInventorySlotInfo("RangedSlot")
local swingTimerFrame;
local lastSwingMain, lastSwingOff, lastSwingRange;
local swingDurationMain, swingDurationOff, swingDurationRange, mainSwingOffset;
local mainTimer, offTimer, rangeTimer;
local selfGUID;
local mainSpeed, offSpeed = UnitAttackSpeed("player")
local casting = false
function WeakAuras.GetSwingTimerInfo(hand)
if(hand == "main") then
local itemId = GetInventoryItemID("player", mh);
local name, _, _, _, _, _, _, _, _, icon = GetItemInfo(itemId or 0);
if(lastSwingMain) then
return swingDurationMain, lastSwingMain + swingDurationMain - mainSwingOffset, name, icon;
else
return 0, math.huge, name, icon;
end
elseif(hand == "off") then
local itemId = GetInventoryItemID("player", oh);
local name, _, _, _, _, _, _, _, _, icon = GetItemInfo(itemId or 0);
if(lastSwingOff) then
return swingDurationOff, lastSwingOff + swingDurationOff, name, icon;
else
return 0, math.huge, name, icon;
end
elseif(hand == "ranged") then
local itemId = GetInventoryItemID("player", ranged);
local name, _, _, _, _, _, _, _, _, icon = GetItemInfo(itemId or 0);
if (lastSwingRange) then
return swingDurationRange, lastSwingRange + swingDurationRange, name, icon;
else
return 0, math.huge, name, icon;
end
end
return 0, math.huge;
end
local function swingEnd(hand)
if(hand == "main") then
lastSwingMain, swingDurationMain, mainSwingOffset = nil, nil, nil;
elseif(hand == "off") then
lastSwingOff, swingDurationOff = nil, nil;
elseif(hand == "ranged") then
lastSwingRange, swingDurationRange = nil, nil;
end
WeakAuras.ScanEvents("SWING_TIMER_END");
end
local function swingTimerCLEUCheck(ts, event, sourceGUID, _, _, destGUID, _, _, ...)
WeakAuras.StartProfileSystem("generictrigger swing");
if(sourceGUID == selfGUID) then
if(event == "SWING_DAMAGE" or event == "SWING_MISSED") then
local isOffHand = select(event == "SWING_DAMAGE" and 10 or 2, ...);
local event;
local currentTime = GetTime();
mainSpeed, offSpeed = UnitAttackSpeed("player");
offSpeed = offSpeed or 0;
if not(lastSwingMain) then
lastSwingMain = currentTime;
swingDurationMain = mainSpeed;
mainSwingOffset = 0;
event = "SWING_TIMER_START";
timer:CancelTimer(mainTimer);
mainTimer = timer:ScheduleTimerFixed(swingEnd, mainSpeed, "main");
elseif(OffhandHasWeapon() and not lastSwingOff) then
lastSwingOff = currentTime;
swingDurationOff = offSpeed;
event = "SWING_TIMER_START";
timer:CancelTimer(offTimer);
offTimer = timer:ScheduleTimerFixed(swingEnd, offSpeed, "off");
end
WeakAuras.ScanEvents(event);
end
elseif (destGUID == selfGUID and (select(1, ...) == "PARRY" or select(4, ...) == "PARRY")) then
if (lastSwingMain) then
local timeLeft = lastSwingMain + swingDurationMain - GetTime();
if (timeLeft > 0.6 * swingDurationMain) then
timer:CancelTimer(mainTimer);
mainTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft - 0.4 * swingDurationMain, "main");
mainSwingOffset = 0.4 * swingDurationMain
WeakAuras.ScanEvents("SWING_TIMER_CHANGE");
elseif (timeLeft > 0.2 * swingDurationMain) then
timer:CancelTimer(mainTimer);
mainTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft - 0.2 * swingDurationMain, "main");
mainSwingOffset = 0.2 * swingDurationMain
WeakAuras.ScanEvents("SWING_TIMER_CHANGE");
end
end
end
WeakAuras.StopProfileSystem("generictrigger swing");
end
local function swingTimerCheck(event, unit, guid, spell)
if unit ~= "player" then return end
WeakAuras.StartProfileSystem("generictrigger swing");
if event == "UNIT_ATTACK_SPEED" then
local mainSpeedNew, offSpeedNew = UnitAttackSpeed("player")
offSpeedNew = offSpeedNew or 0
if lastSwingMain then
if mainSpeedNew ~= mainSpeed then
timer:CancelTimer(mainTimer)
local multiplier = mainSpeedNew / mainSpeed
local timeLeft = (lastSwingMain + swingDurationMain - GetTime()) * multiplier
swingDurationMain = mainSpeedNew
mainTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft, "main")
WeakAuras.ScanEvents("SWING_TIMER_CHANGE")
end
end
if lastSwingOff then
if offSpeedNew ~= offSpeed then
timer:CancelTimer(offTimer)
local multiplier = offSpeedNew / mainSpeed
local timeLeft = (lastSwingOff + swingDurationOff - GetTime()) * multiplier
swingDurationOff = offSpeedNew
offTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft, "off")
WeakAuras.ScanEvents("SWING_TIMER_CHANGE")
end
end
mainSpeed, offSpeed = mainSpeedNew, offSpeedNew
elseif casting and (event == "UNIT_SPELLCAST_INTERRUPTED" or event == "UNIT_SPELLCAST_FAILED") then
casting = false
elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
if WeakAuras.reset_swing_spells[spell] or casting then
if casting then
casting = false
end
local event;
mainSpeed, offSpeed = UnitAttackSpeed("player");
lastSwingMain = GetTime();
swingDurationMain = mainSpeed;
mainSwingOffset = 0;
if (lastSwingMain) then
timer:CancelTimer(mainTimer);
event = "SWING_TIMER_CHANGE";
else
event = "SWING_TIMER_START";
end
mainTimer = timer:ScheduleTimerFixed(swingEnd, mainSpeed, "main");
WeakAuras.ScanEvents(event);
elseif WeakAuras.reset_ranged_swing_spells[spell] then
local event;
local currentTime = GetTime();
local speed = UnitRangedDamage("player");
if(lastSwingRange) then
timer:CancelTimer(rangeTimer, true)
event = "SWING_TIMER_CHANGE";
else
event = "SWING_TIMER_START";
end
lastSwingRange = currentTime;
swingDurationRange = speed;
rangeTimer = timer:ScheduleTimerFixed(swingEnd, speed, "ranged");
WeakAuras.ScanEvents(event);
end
elseif event == "UNIT_SPELLCAST_START" then
-- pause swing timer
casting = true
lastSwingMain, swingDurationMain, mainSwingOffset = nil, nil, nil
lastSwingOff, swingDurationOff = nil, nil
WeakAuras.ScanEvents("SWING_TIMER_END")
end
WeakAuras.StopProfileSystem("generictrigger swing");
end
function WeakAuras.InitSwingTimer()
if not(swingTimerFrame) then
swingTimerFrame = CreateFrame("frame");
swingTimerFrame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
swingTimerFrame:RegisterEvent("PLAYER_ENTER_COMBAT");
swingTimerFrame:RegisterEvent("UNIT_ATTACK_SPEED");
swingTimerFrame:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
swingTimerFrame:RegisterEvent("UNIT_SPELLCAST_START")
swingTimerFrame:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
swingTimerFrame:RegisterEvent("UNIT_SPELLCAST_FAILED")
swingTimerFrame:SetScript("OnEvent",
function(_, event, ...)
if event == "COMBAT_LOG_EVENT_UNFILTERED" then
swingTimerCLEUCheck(...)
else
swingTimerCheck(event, ...)
end
end);
selfGUID = UnitGUID("player");
end
end
end
-- CD/Rune/GCD support code
do
local cdReadyFrame;
local spells = {};
local spellKnown = {};
local spellCounts = {}
local items = {};
local itemCdDurs = {};
local itemCdExps = {};
local itemCdHandles = {};
local itemCdEnabled = {};
local itemSlots = {};
local itemSlotsCdDurs = {};
local itemSlotsCdExps = {};
local itemSlotsCdHandles = {};
local itemSlotsEnable = {};
local runes = {};
local runeCdDurs = {};
local runeCdExps = {};
local runeCdHandles = {};
local gcdStart;
local gcdDuration;
local gcdSpellName;
local gcdSpellIcon;
local gcdEndCheck;
local shootStart
local shootDuration
local function GetRuneDuration()
local runeDuration = -100;
for id, _ in pairs(runes) do
local startTime, duration = GetRuneCooldown(id);
duration = duration or 0;
runeDuration = duration > 0 and duration or runeDuration
end
return runeDuration
end
local function CheckGCD()
local event;
local startTime, duration
if WeakAuras.IsClassic() then
startTime, duration = GetSpellCooldown(29515);
shootStart, shootDuration = GetSpellCooldown(5019)
else
startTime, duration = GetSpellCooldown(61304);
end
if(duration and duration > 0) then
if not(gcdStart) then
event = "GCD_START";
elseif(gcdStart ~= startTime) then
event = "GCD_CHANGE";
end
gcdStart, gcdDuration = startTime, duration;
local endCheck = startTime + duration + 0.1;
if(gcdEndCheck ~= endCheck) then
gcdEndCheck = endCheck;
timer:ScheduleTimerFixed(CheckGCD, duration + 0.1);
end
else
if(gcdStart) then
event = "GCD_END"
end
gcdStart, gcdDuration = nil, nil;
gcdSpellName, gcdSpellIcon = nil, nil;
gcdEndCheck = 0;
end
if(event) then
WeakAuras.ScanEvents(event);
end
end
local RecheckHandles = {
expirationTime = {},
handles = {},
Recheck = function(self, id)
self.handles[id] = nil
self.expirationTime[id] = nil
CheckGCD();
WeakAuras.CheckSpellCooldown(id, GetRuneDuration())
end,
Schedule = function(self, expirationTime, id)
if (not self.expirationTime[id] or expirationTime < self.expirationTime[id]) and expirationTime > 0 then
if self.handles[id] then
timer:CancelTimer(self.handles[id])
self.handles[id] = nil
self.expirationTime[id] = nil
end
local duration = expirationTime - GetTime()
if duration > 0 then
self.handles[id] = timer:ScheduleTimerFixed(self.Recheck, duration, self, id)
self.expirationTime[id] = expirationTime
end
end
end
}
local function FetchSpellCooldown(self, id)
if self.duration[id] and self.expirationTime[id] then
return self.expirationTime[id] - self.duration[id], self.duration[id]
end
return 0, 0
end
local function HandleSpell(self, id, startTime, duration)
local changed = false
local nowReady = false
local time = GetTime()
if self.expirationTime[id] and self.expirationTime[id] <= time and self.expirationTime[id] ~= 0 then
self.duration[id] = 0
self.expirationTime[id] = 0
changed = true
nowReady = true
end
local endTime = startTime + duration;
if endTime <= time then
startTime = 0
duration = 0
endTime = 0
end
if duration > 0 then
if (startTime == gcdStart and duration == gcdDuration)
or (WeakAuras.IsClassic() and duration == shootDuration and startTime == shootStart)
then
-- GCD cooldown, this could mean that the spell reset!
if self.expirationTime[id] and self.expirationTime[id] > endTime and self.expirationTime[id] ~= 0 then
self.duration[id] = 0
self.expirationTime[id] = 0
changed = true
nowReady = true
end
RecheckHandles:Schedule(endTime, id)
return changed, nowReady
end
end
if self.duration[id] ~= duration then
self.duration[id] = duration
changed = true
end
if self.expirationTime[id] ~= endTime then
self.expirationTime[id] = endTime
changed = true
nowReady = endTime == 0
end
RecheckHandles:Schedule(endTime, id)
return changed, nowReady
end
local function CreateSpellCDHandler()
local cd = {
duration = {},
expirationTime = {},
handles = {}, -- Share handles, and use lowest time to schedule
HandleSpell = HandleSpell,
FetchSpellCooldown = FetchSpellCooldown
}
return cd
end
local spellCds = CreateSpellCDHandler();
local spellCdsRune = CreateSpellCDHandler();
local spellCdsOnlyCooldown = CreateSpellCDHandler();
local spellCdsOnlyCooldownRune = CreateSpellCDHandler();
local spellCdsCharges = CreateSpellCDHandler();
local spellIds = {}
function WeakAuras.InitCooldownReady()
cdReadyFrame = CreateFrame("FRAME");
WeakAuras.frames["Cooldown Trigger Handler"] = cdReadyFrame
cdReadyFrame:RegisterEvent("RUNE_POWER_UPDATE");
cdReadyFrame:RegisterEvent("PLAYER_TALENT_UPDATE");
cdReadyFrame:RegisterEvent("CHARACTER_POINTS_CHANGED");
cdReadyFrame:RegisterEvent("SPELL_UPDATE_COOLDOWN");
cdReadyFrame:RegisterEvent("UNIT_SPELLCAST_SENT");
cdReadyFrame:RegisterEvent("BAG_UPDATE_COOLDOWN");
cdReadyFrame:RegisterEvent("UNIT_INVENTORY_CHANGED")
cdReadyFrame:RegisterEvent("PLAYER_EQUIPMENT_CHANGED");
cdReadyFrame:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN");
cdReadyFrame:RegisterEvent("SPELLS_CHANGED");
cdReadyFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
cdReadyFrame:SetScript("OnEvent", function(self, event, ...)
WeakAuras.StartProfileSystem("generictrigger cd tracking");
if not WeakAuras.IsPaused() then
if(event == "SPELL_UPDATE_COOLDOWN"
or event == "RUNE_POWER_UPDATE" or event == "ACTIONBAR_UPDATE_COOLDOWN"
or event == "PLAYER_TALENT_UPDATE"
or event == "CHARACTER_POINTS_CHANGED") then
WeakAuras.CheckCooldownReady();
elseif(event == "SPELLS_CHANGED") then
WeakAuras.CheckSpellKnown();
WeakAuras.CheckCooldownReady();
elseif(event == "UNIT_SPELLCAST_SENT") then
local unit, guid, castGUID, name = ...;
if(unit == "player") then
name = GetSpellInfo(name);
if(gcdSpellName ~= name) then
local icon = GetSpellTexture(name);
gcdSpellName = name;
gcdSpellIcon = icon;
WeakAuras.ScanEvents("GCD_UPDATE");
end
end
elseif(event == "UNIT_INVENTORY_CHANGED" or event == "BAG_UPDATE_COOLDOWN" or event == "PLAYER_EQUIPMENT_CHANGED") then
WeakAuras.CheckItemSlotCooldowns();
end
end
WeakAuras.StopProfileSystem("generictrigger cd tracking");
end);
end
function WeakAuras.GetRuneCooldown(id)
if(runes[id] and runeCdExps[id] and runeCdDurs[id]) then
return runeCdExps[id] - runeCdDurs[id], runeCdDurs[id];
else
return 0, 0;
end
end
function WeakAuras.GetSpellCooldown(id, ignoreRuneCD, showgcd, track)
local startTime, duration, gcdCooldown;
if track == "charges" then
startTime, duration = spellCdsCharges:FetchSpellCooldown(id)
elseif track == "cooldown" then
if ignoreRuneCD then
startTime, duration = spellCdsOnlyCooldownRune:FetchSpellCooldown(id)
else
startTime, duration = spellCdsOnlyCooldown:FetchSpellCooldown(id)
end
elseif (ignoreRuneCD) then
startTime, duration = spellCdsRune:FetchSpellCooldown(id)
else
startTime, duration = spellCds:FetchSpellCooldown(id)
end
if (showgcd) then
if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
startTime = gcdStart;
duration = gcdDuration;
gcdCooldown = true;
end
end
return startTime, duration, gcdCooldown;
end
function WeakAuras.GetSpellCharges(id)
return spellCounts[id];
end
function WeakAuras.GetItemCooldown(id, showgcd)
local startTime, duration, enabled, gcdCooldown;
if(items[id] and itemCdExps[id] and itemCdDurs[id]) then
startTime, duration, enabled = itemCdExps[id] - itemCdDurs[id], itemCdDurs[id], itemCdEnabled[id];
else
startTime, duration, enabled = 0, 0, itemCdEnabled[id] or 1;
end
if (showgcd) then
if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
startTime = gcdStart;
duration = gcdDuration;
gcdCooldown = true;
end
end
return startTime, duration, enabled, gcdCooldown;
end
function WeakAuras.GetGCDInfo()
if(gcdStart) then
return gcdDuration, gcdStart + gcdDuration, gcdSpellName or "Invalid", gcdSpellIcon or "Interface\\Icons\\INV_Misc_QuestionMark";
else
return 0, math.huge, gcdSpellName or "Invalid", gcdSpellIcon or "Interface\\Icons\\INV_Misc_QuestionMark";
end
end
function WeakAuras.gcdDuration()
return gcdDuration or 0;
end
function WeakAuras.GcdSpellName()
return gcdSpellName;
end
function WeakAuras.GetItemSlotCooldown(id, showgcd)
local startTime, duration, enabled, gcdCooldown;
if(itemSlots[id] and itemSlotsCdExps[id] and itemSlotsCdDurs[id]) then
startTime, duration, enabled = itemSlotsCdExps[id] - itemSlotsCdDurs[id], itemSlotsCdDurs[id], itemSlotsEnable[id];
else
startTime, duration, enabled = 0, 0, itemSlotsEnable[id];
end
if (showgcd) then
if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
startTime = gcdStart;
duration = gcdDuration;
gcdCooldown = true;
end
end
return startTime, duration, enabled, gcdCooldown;
end
local function RuneCooldownFinished(id)
runeCdHandles[id] = nil;
runeCdDurs[id] = nil;
runeCdExps[id] = nil;
WeakAuras.ScanEvents("RUNE_COOLDOWN_READY", id);
end
local function ItemCooldownFinished(id)
itemCdHandles[id] = nil;
itemCdDurs[id] = nil;
itemCdExps[id] = nil;
itemCdEnabled[id] = 1;
WeakAuras.ScanEvents("ITEM_COOLDOWN_READY", id);
end
local function ItemSlotCooldownFinished(id)
itemSlotsCdHandles[id] = nil;
itemSlotsCdDurs[id] = nil;
itemSlotsCdExps[id] = nil;
WeakAuras.ScanEvents("ITEM_SLOT_COOLDOWN_READY", id);
end
function WeakAuras.CheckRuneCooldown()
local runeDuration = -100;
for id, _ in pairs(runes) do
local startTime, duration = GetRuneCooldown(id);
startTime = startTime or 0;
duration = duration or 0;
runeDuration = duration > 0 and duration or runeDuration
local time = GetTime();
if(not startTime or startTime == 0) then
startTime = 0
duration = 0
end
if(duration > 0 and duration ~= WeakAuras.gcdDuration()) then
-- On non-GCD cooldown
local endTime = startTime + duration;
if not(runeCdExps[id]) then
-- New cooldown
runeCdDurs[id] = duration;
runeCdExps[id] = endTime;
runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
WeakAuras.ScanEvents("RUNE_COOLDOWN_STARTED", id);
elseif(runeCdExps[id] ~= endTime) then
-- Cooldown is now different
if(runeCdHandles[id]) then
timer:CancelTimer(runeCdHandles[id]);
end
runeCdDurs[id] = duration;
runeCdExps[id] = endTime;
runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
WeakAuras.ScanEvents("RUNE_COOLDOWN_CHANGED", id);
end
elseif(duration > 0) then
-- GCD, do nothing
else
if(runeCdExps[id]) then
-- Somehow CheckCooldownReady caught the rune cooldown before the timer callback
-- This shouldn't happen, but if it does, no problem
if(runeCdHandles[id]) then
timer:CancelTimer(runeCdHandles[id]);
end
RuneCooldownFinished(id);
end
end
end
return runeDuration;
end
function WeakAuras.GetSpellCooldownUnified(id, runeDuration)
local startTimeCooldown, durationCooldown, enabled = GetSpellCooldown(id)
startTimeCooldown = startTimeCooldown or 0;
durationCooldown = durationCooldown or 0;
-- WORKAROUND Sometimes the API returns very high bogus numbers causing client freeezes, discard them here. WowAce issue #1008
if (durationCooldown > 604800) then
durationCooldown = 0;
startTimeCooldown = 0;
end
if (startTimeCooldown > GetTime() + 2^31 / 1000) then
-- WORKAROUND WoW wraps around negative values with 2^32/1000
-- So if we find a cooldown in the far future, then undo the wrapping
startTimeCooldown = startTimeCooldown - 2^32 / 1000
end
-- Default to GetSpellCharges
local unifiedCooldownBecauseRune, cooldownBecauseRune = false, false;
if (enabled == 0) then
startTimeCooldown, durationCooldown = 0, 0
end
local onNonGCDCD = durationCooldown and startTimeCooldown and durationCooldown > 0 and (durationCooldown ~= gcdDuration or startTimeCooldown ~= gcdStart);
if (onNonGCDCD) then
cooldownBecauseRune = runeDuration and durationCooldown and abs(durationCooldown - runeDuration) < 0.001;
unifiedCooldownBecauseRune = cooldownBecauseRune
end
return startTimeCooldown, durationCooldown, unifiedCooldownBecauseRune, cooldownBecauseRune, GetSpellCount(id);
end
function WeakAuras.CheckSpellKnown()
for id, _ in pairs(spells) do
local known = WeakAuras.IsSpellKnownIncludingPet(id);
if (known ~= spellKnown[id]) then
spellKnown[id] = known;
WeakAuras.ScanEvents("SPELL_COOLDOWN_CHANGED", id);
end
end
end
function WeakAuras.CheckSpellCooldown(id, runeDuration)
local startTimeCooldown, durationCooldown, unifiedCooldownBecauseRune, cooldownBecauseRune, spellCount = WeakAuras.GetSpellCooldownUnified(id, runeDuration);
local time = GetTime();
local remaining = startTimeCooldown + durationCooldown - time;
local chargesChanged = spellCounts[id] ~= spellCount;
local chargesDifference = (spellCount or 0) - (spellCount or 0)
spellCounts[id] = spellCount
local changed = false
if spellIds[id] ~= id then
spellIds[id] = id
changed = true
chargesChanged = true
end
changed = spellCds:HandleSpell(id, startTimeCooldown, durationCooldown) or changed
if not unifiedCooldownBecauseRune then
changed = spellCdsRune:HandleSpell(id, startTimeCooldown, durationCooldown) or changed
end
local cdChanged, nowReady = spellCdsOnlyCooldown:HandleSpell(id, startTimeCooldown, durationCooldown)
changed = cdChanged or changed
if not cooldownBecauseRune then
changed = spellCdsOnlyCooldownRune:HandleSpell(id, startTimeCooldown, durationCooldown) or changed
end
if nowReady then
WeakAuras.ScanEvents("SPELL_COOLDOWN_READY", id);
end
if changed or chargesChanged then
WeakAuras.ScanEvents("SPELL_COOLDOWN_CHANGED", id);
end
if (chargesDifference ~= 0 ) then
WeakAuras.ScanEvents("SPELL_CHARGES_CHANGED", id, chargesDifference, spellCount or 0);
end
end
function WeakAuras.CheckSpellCooldows(runeDuration)
for id, _ in pairs(spells) do
WeakAuras.CheckSpellCooldown(id, runeDuration)
end
end
function WeakAuras.CheckItemCooldowns()
for id, _ in pairs(items) do
local startTime, duration, enabled = GetItemCooldown(id);
if (duration == 0) then
enabled = 1;
end
if (enabled == 0) then
startTime, duration = 0, 0
end
local itemCdEnabledChanged = (itemCdEnabled[id] ~= enabled);
itemCdEnabled[id] = enabled;
startTime = startTime or 0;
duration = duration or 0;
local time = GetTime();
-- We check against 1.5 and gcdDuration, as apparently the durations might not match exactly.
-- But there shouldn't be any trinket with a actual cd of less than 1.5 anyway
if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
-- On non-GCD cooldown
local endTime = startTime + duration;
if not(itemCdExps[id]) then
-- New cooldown
itemCdDurs[id] = duration;
itemCdExps[id] = endTime;
itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
WeakAuras.ScanEvents("ITEM_COOLDOWN_STARTED", id);
itemCdEnabledChanged = false;
elseif(itemCdExps[id] ~= endTime) then
-- Cooldown is now different
if(itemCdHandles[id]) then
timer:CancelTimer(itemCdHandles[id]);
end
itemCdDurs[id] = duration;
itemCdExps[id] = endTime;
itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
WeakAuras.ScanEvents("ITEM_COOLDOWN_CHANGED", id);
itemCdEnabledChanged = false;
end
elseif(duration > 0) then
-- GCD, do nothing
else
if(itemCdExps[id]) then
-- Somehow CheckCooldownReady caught the item cooldown before the timer callback
-- This shouldn't happen, but if it does, no problem
if(itemCdHandles[id]) then
timer:CancelTimer(itemCdHandles[id]);
end
ItemCooldownFinished(id);
itemCdEnabledChanged = false;
end
end
if (itemCdEnabledChanged) then
WeakAuras.ScanEvents("ITEM_COOLDOWN_CHANGED", id);
end
end
end
function WeakAuras.CheckItemSlotCooldowns()
for id, itemId in pairs(itemSlots) do
local startTime, duration, enable = GetInventoryItemCooldown("player", id);
itemSlotsEnable[id] = enable;
startTime = startTime or 0;
duration = duration or 0;
local time = GetTime();
-- We check against 1.5 and gcdDuration, as apparently the durations might not match exactly.
-- But there shouldn't be any trinket with a actual cd of less than 1.5 anyway
if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
-- On non-GCD cooldown
local endTime = startTime + duration;
if not(itemSlotsCdExps[id]) then
-- New cooldown
itemSlotsCdDurs[id] = duration;
itemSlotsCdExps[id] = endTime;
itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
WeakAuras.ScanEvents("ITEM_SLOT_COOLDOWN_STARTED", id);
elseif(itemSlotsCdExps[id] ~= endTime) then
-- Cooldown is now different
if(itemSlotsCdHandles[id]) then
timer:CancelTimer(itemSlotsCdHandles[id]);
end
itemSlotsCdDurs[id] = duration;
itemSlotsCdExps[id] = endTime;
itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
WeakAuras.ScanEvents("ITEM_SLOT_COOLDOWN_CHANGED", id);
end
elseif(duration > 0) then
-- GCD, do nothing
else
if(itemSlotsCdExps[id]) then
-- Somehow CheckCooldownReady caught the item cooldown before the timer callback
-- This shouldn't happen, but if it does, no problem
if(itemSlotsCdHandles[id]) then
timer:CancelTimer(itemSlotsCdHandles[id]);
end
ItemSlotCooldownFinished(id);
end
end
local newItemId = GetInventoryItemID("player", id);
if (itemId ~= newItemId) then
WeakAuras.ScanEvents("ITEM_SLOT_COOLDOWN_ITEM_CHANGED");
itemSlots[id] = newItemId or 0;
end
end
end
function WeakAuras.CheckCooldownReady()
CheckGCD();
local runeDuration = WeakAuras.CheckRuneCooldown();
WeakAuras.CheckSpellCooldows(runeDuration);
WeakAuras.CheckItemCooldowns();
WeakAuras.CheckItemSlotCooldowns();
end
function WeakAuras.WatchGCD()
if not(cdReadyFrame) then
WeakAuras.InitCooldownReady();
end
end
function WeakAuras.WatchRuneCooldown(id)
if not(cdReadyFrame) then
WeakAuras.InitCooldownReady();
end
if not id or id == 0 then return end
if not(runes[id]) then
runes[id] = true;
local startTime, duration = GetRuneCooldown(id);
if(not startTime or startTime == 0) then
startTime = 0
duration = 0
end
if(duration > 0 and duration ~= WeakAuras.gcdDuration()) then
local time = GetTime();
local endTime = startTime + duration;
runeCdDurs[id] = duration;
runeCdExps[id] = endTime;
if not(runeCdHandles[id]) then
runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
end
end
end
end
function WeakAuras.WatchSpellCooldown(id, ignoreRunes)
if not(cdReadyFrame) then
WeakAuras.InitCooldownReady();
end
if not id or id == 0 then return end
if ignoreRunes then
for i = 1, 6 do
WeakAuras.WatchRuneCooldown(i);
end
end
if (spells[id]) then
return;
end
spells[id] = true;
spellIds[id] = id
spellKnown[id] = WeakAuras.IsSpellKnownIncludingPet(id);
local startTimeCooldown, durationCooldown, unifiedCooldownBecauseRune, cooldownBecauseRune, spellCount = WeakAuras.GetSpellCooldownUnified(id, GetRuneDuration());
spellCounts[id] = spellCount
spellCds:HandleSpell(id, startTimeCooldown, durationCooldown)
if not unifiedCooldownBecauseRune then
spellCdsRune:HandleSpell(id, startTimeCooldown, durationCooldown)
end
spellCdsOnlyCooldown:HandleSpell(id, startTimeCooldown, durationCooldown)
if not cooldownBecauseRune then
spellCdsOnlyCooldownRune:HandleSpell(id, startTimeCooldown, durationCooldown)
end
end
function WeakAuras.WatchItemCooldown(id)
if not(cdReadyFrame) then
WeakAuras.InitCooldownReady();
end
if not id or id == 0 then return end
if not(items[id]) then
items[id] = true;
local startTime, duration, enabled = GetItemCooldown(id);
if (duration == 0) then
enabled = 1;
end
if (enabled == 0) then
startTime, duration = 0, 0
end
itemCdEnabled[id] = enabled;
if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
local time = GetTime();
local endTime = startTime + duration;
itemCdDurs[id] = duration;
itemCdExps[id] = endTime;
if not(itemCdHandles[id]) then
itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
end
end
end
end
function WeakAuras.WatchItemSlotCooldown(id)
if not(cdReadyFrame) then
WeakAuras.InitCooldownReady();
end
if not id or id == 0 then return end
if not(itemSlots[id]) then
itemSlots[id] = GetInventoryItemID("player", id);
local startTime, duration, enable = GetInventoryItemCooldown("player", id);
itemSlotsEnable[id] = enable;
if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
local time = GetTime();
local endTime = startTime + duration;
itemSlotsCdDurs[id] = duration;
itemSlotsCdExps[id] = endTime;
if not(itemSlotsCdHandles[id]) then
itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
end
end
end
end
end
do
local spellActivationSpells = {};
local spellActivationSpellsCurrent = {};
local spellActivationFrame;
local function InitSpellActivation()
spellActivationFrame = CreateFrame("FRAME");
WeakAuras.frames["Spell Activation"] = spellActivationFrame;
spellActivationFrame:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_SHOW");
spellActivationFrame:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_HIDE");
spellActivationFrame:SetScript("OnEvent", function(self, event, spell)
WeakAuras.StartProfileSystem("generictrigger");
if (spellActivationSpells[spell]) then
spellActivationSpellsCurrent[spell] = (event == "SPELL_ACTIVATION_OVERLAY_GLOW_SHOW");
WeakAuras.ScanEvents("WA_UPDATE_OVERLAY_GLOW", spell);
end
WeakAuras.StopProfileSystem("generictrigger");
end);
end
function WeakAuras.WatchSpellActivation(id)
if (not id) then
return;
end
if (not spellActivationFrame) then
InitSpellActivation();
end
spellActivationSpells[id] = true;
end
function WeakAuras.SpellActivationActive(id)
return spellActivationSpellsCurrent[id];
end
end
local watchUnitChange
-- Nameplates only distinguish between friends and everyone else
function WeakAuras.GetPlayerReaciton(unit)
return UnitIsEnemy('player', unit) and 'hostile' or 'friendly'
end
function WeakAuras.WatchUnitChange(unit)
unit = string.lower(unit)
if not watchUnitChange then
watchUnitChange = CreateFrame("FRAME");
watchUnitChange.unitChangeGUIDS = {}
watchUnitChange.unitRoles = {}
watchUnitChange.inRaid = IsInRaid()
WeakAuras.frames["Unit Change Frame"] = watchUnitChange;
watchUnitChange:RegisterEvent("PLAYER_TARGET_CHANGED")
watchUnitChange:RegisterEvent("PLAYER_FOCUS_CHANGED");
watchUnitChange:RegisterEvent("UNIT_TARGET");
watchUnitChange:RegisterEvent("PARTY_MEMBERS_CHANGED");
watchUnitChange:RegisterEvent("RAID_ROSTER_UPDATE");
watchUnitChange:RegisterEvent("PLAYER_ENTERING_WORLD")
watchUnitChange:SetScript("OnEvent", function(self, event, unit)
WeakAuras.StartProfileSystem("generictrigger unit change");
local inRaid = IsInRaid()
for unit, guid in pairs(watchUnitChange.unitChangeGUIDS) do
local newGuid = WeakAuras.UnitExistsFixed(unit) and UnitGUID(unit) or ""
if guid ~= newGuid or event == "PLAYER_ENTERING_WORLD" then
WeakAuras.ScanEvents("UNIT_CHANGED_" .. unit, unit)
watchUnitChange.unitChangeGUIDS[unit] = newGuid
elseif WeakAuras.multiUnitUnits.group[unit] then
-- If in raid changed we send a UNIT_CHANGED for the group units
if inRaid ~= watchUnitChange.inRaid then
WeakAuras.ScanEvents("UNIT_CHANGED_" .. unit, unit)
end
end
end
watchUnitChange.inRaid = inRaid
WeakAuras.StopProfileSystem("generictrigger unit change");
end)
end
watchUnitChange.unitChangeGUIDS = watchUnitChange.unitChangeGUIDS or {}
watchUnitChange.unitChangeGUIDS[unit] = UnitGUID(unit) or ""
end
function WeakAuras.GetEquipmentSetInfo(itemSetName, partial)
local bestMatchNumItems = 0;
local bestMatchNumEquipped = 0;
local bestMatchName = nil;
local bestMatchIcon = nil;
local equipmentSetIds = C_EquipmentSet.GetEquipmentSetIDs();
for index, id in pairs(equipmentSetIds) do
local name, icon, _, _, numItems, numEquipped = C_EquipmentSet.GetEquipmentSetInfo(id);
if (itemSetName == nil or (name and itemSetName == name)) then
if (name ~= nil) then
local match = (not partial and numItems == numEquipped)
or (partial and (numEquipped or 0) > bestMatchNumEquipped);
if (match) then
bestMatchNumEquipped = numEquipped;
bestMatchNumItems = numItems;
bestMatchName = name;
bestMatchIcon = icon;
end
end
end
end
return bestMatchName, bestMatchIcon, bestMatchNumEquipped, bestMatchNumItems;
end
-- DBM
do
local registeredDBMEvents = {}
local bars = {}
local nextExpire -- time of next expiring timer
local recheckTimer -- handle of timer
local function dbmRecheckTimers()
local now = GetTime()
nextExpire = nil
for id, bar in pairs(bars) do
if bar.expirationTime < now then
bars[id] = nil
WeakAuras.ScanEvents("DBM_TimerStop", id)
elseif nextExpire == nil then
nextExpire = bar.expirationTime
elseif bar.expirationTime < nextExpire then
nextExpire = bar.expirationTime
end
end
if nextExpire then
recheckTimer = timer:ScheduleTimerFixed(dbmRecheckTimers, nextExpire - now)
end
end
local function dbmEventCallback(event, ...)
if event == "DBM_TimerStart" then
local id, msg, duration, icon, timerType, spellId, dbmType = ...
local now = GetTime()
local expirationTime = now + duration
bars[id] = bars[id] or {}
local bar = bars[id]
bar.message = msg
bar.expirationTime = expirationTime
bar.duration = duration
bar.icon = icon
bar.timerType = timerType
bar.spellId = tostring(spellId)
bar.count = msg:match("(%d+)") or "0"
bar.dbmType = dbmType
local barOptions = DBM.Bars.options
local r, g, b = 0, 0, 0
if dbmType == 1 then
r, g, b = barOptions.StartColorAR, barOptions.StartColorAG, barOptions.StartColorAB
elseif dbmType == 2 then
r, g, b = barOptions.StartColorAER, barOptions.StartColorAEG, barOptions.StartColorAEB
elseif dbmType == 3 then
r, g, b = barOptions.StartColorDR, barOptions.StartColorDG, barOptions.StartColorDB
elseif dbmType == 4 then
r, g, b = barOptions.StartColorIR, barOptions.StartColorIG, barOptions.StartColorIB
elseif dbmType == 5 then
r, g, b = barOptions.StartColorRR, barOptions.StartColorRG, barOptions.StartColorRB
elseif dbmType == 6 then
r, g, b = barOptions.StartColorPR, barOptions.StartColorPG, barOptions.StartColorPB
elseif dbmType == 7 then
r, g, b = barOptions.StartColorUIR, barOptions.StartColorUIG, barOptions.StartColorUIB
else
r, g, b = barOptions.StartColorR, barOptions.StartColorG, barOptions.StartColorB
end
bar.dbmColor = {r, g, b}
WeakAuras.ScanEvents("DBM_TimerStart", id)
if nextExpire == nil then
recheckTimer = timer:ScheduleTimerFixed(dbmRecheckTimers, expirationTime - now)
nextExpire = expirationTime
elseif expirationTime < nextExpire then
timer:CancelTimer(recheckTimer)
recheckTimer = timer:ScheduleTimerFixed(dbmRecheckTimers, expirationTime - now)
nextExpire = expirationTime
end
elseif event == "DBM_TimerStop" then
local id = ...
bars[id] = nil
WeakAuras.ScanEvents("DBM_TimerStop", id)
elseif event == "kill" or event == "wipe" then -- Wipe or kill, removing all timers
local id = ...
bars = {}
WeakAuras.ScanEvents("DBM_TimerStopAll", id)
elseif event == "DBM_TimerUpdate" then
local id, elapsed, duration = ...
local now = GetTime()
local expirationTime = now + duration - elapsed
local bar = bars[id]
if bar then
bar.duration = duration
bar.expirationTime = expirationTime
if expirationTime < nextExpire then
timer:CancelTimer(recheckTimer)
recheckTimer = timer:ScheduleTimerFixed(dbmRecheckTimers, duration - elapsed)
nextExpire = expirationTime
end
end
WeakAuras.ScanEvents("DBM_TimerUpdate", id)
else -- DBM_Announce
WeakAuras.ScanEvents(event, ...)
end
end
function WeakAuras.DBMTimerMatches(timerId, id, message, operator, spellId, dbmType, count)
if not bars[timerId] then
return false
end
local v = bars[timerId]
if id and id ~= "" and id ~= timerId then
return false
end
if spellId and spellId ~= "" and spellId ~= v.spellId then
return false
end
if message and message ~= "" and operator then
if operator == "==" then
if v.message ~= message then
return false
end
elseif operator == "find('%s')" then
if v.message == nil or not v.message:find(message, 1, true) then
return false
end
elseif operator == "match('%s')" then
if v.message == nil or not v.message:match(message) then
return false
end
end
end
if count and count ~= "" and count ~= v.count then
return false
end
if dbmType and dbmType ~= v.dbmType then
return false
end
return true
end
function WeakAuras.GetDBMTimerById(id)
return bars[id]
end
function WeakAuras.GetAllDBMTimers()
return bars
end
function WeakAuras.GetDBMTimer(id, message, operator, spellId, extendTimer, dbmType, count)
local bestMatch
for timerId, bar in pairs(bars) do
if WeakAuras.DBMTimerMatches(timerId, id, message, operator, spellId, dbmType, count)
and (bestMatch == nil or bar.expirationTime < bestMatch.expirationTime)
and bar.expirationTime + extendTimer > GetTime()
then
bestMatch = bar
end
end
return bestMatch
end
function WeakAuras.CopyBarToState(bar, states, id, extendTimer)
extendTimer = extendTimer or 0
if extendTimer + bar.duration < 0 then return end
states[id] = states[id] or {}
local state = states[id]
state.show = true
state.changed = true
state.icon = bar.icon
state.message = bar.message
state.name = bar.message
state.expirationTime = bar.expirationTime + extendTimer
state.progressType = 'timed'
state.duration = bar.duration + extendTimer
state.timerType = bar.timerType
state.spellId = bar.spellId
state.count = bar.count
state.dbmType = bar.dbmType
state.dbmColor = bar.dbmColor
state.extend = extendTimer
if extendTimer ~= 0 then
state.autoHide = true
end
end
function WeakAuras.RegisterDBMCallback(event)
if registeredDBMEvents[event] then
return
end
if DBM then
DBM:RegisterCallback(event, dbmEventCallback)
registeredDBMEvents[event] = true
end
end
function WeakAuras.GetDBMTimers()
return bars
end
local scheduled_scans = {}
local function doDbmScan(fireTime)
WeakAuras.debug("Performing dbm scan at "..fireTime.." ("..GetTime()..")")
scheduled_scans[fireTime] = nil
WeakAuras.ScanEvents("DBM_TimerUpdate")
end
function WeakAuras.ScheduleDbmCheck(fireTime)
if not scheduled_scans[fireTime] then
scheduled_scans[fireTime] = timer:ScheduleTimerFixed(doDbmScan, fireTime - GetTime() + 0.1, fireTime)
WeakAuras.debug("Scheduled dbm scan at "..fireTime)
end
end
end
-- BigWigs
do
local registeredBigWigsEvents = {}
local bars = {}
local nextExpire -- time of next expiring timer
local recheckTimer -- handle of timer
local function recheckTimers()
local now = GetTime()
nextExpire = nil
for id, bar in pairs(bars) do
if bar.expirationTime < now then
bars[id] = nil
WeakAuras.ScanEvents("BigWigs_StopBar", id)
elseif nextExpire == nil then
nextExpire = bar.expirationTime
elseif bar.expirationTime < nextExpire then
nextExpire = bar.expirationTime
end
end
if nextExpire then
recheckTimer = timer:ScheduleTimerFixed(recheckTimers, nextExpire - now)
end
end
local function bigWigsEventCallback(event, ...)
if event == "BigWigs_Message" then
WeakAuras.ScanEvents("BigWigs_Message", ...)
elseif event == "BigWigs_StartBar" then
local addon, spellId, text, duration, icon = ...
local now = GetTime()
local expirationTime = now + duration
local newBar
bars[text] = bars[text] or {}
local bar = bars[text]
bar.addon = addon
bar.spellId = tostring(spellId)
bar.text = text
bar.duration = duration
bar.expirationTime = expirationTime
bar.icon = icon
local BWColorModule = BigWigs:GetPlugin("Colors")
bar.bwBarColor = BWColorModule:GetColorTable("barColor", addon, spellId)
bar.bwTextColor = BWColorModule:GetColorTable("barText", addon, spellId)
bar.bwBackgroundColor = BWColorModule:GetColorTable("barBackground", addon, spellId)
local BWEmphasizedModule = BigWigs:GetPlugin("Super Emphasize")
bar.emphasized = BWEmphasizedModule:IsSuperEmphasized(addon, spellId) and true or false
bar.count = text:match("(%d+)") or "0"
bar.cast = not(text:match("^[^<]") and true)
WeakAuras.ScanEvents("BigWigs_StartBar", text)
if nextExpire == nil then
recheckTimer = timer:ScheduleTimerFixed(recheckTimers, expirationTime - now)
nextExpire = expirationTime
elseif expirationTime < nextExpire then
timer:CancelTimer(recheckTimer)
recheckTimer = timer:ScheduleTimerFixed(recheckTimers, expirationTime - now)
nextExpire = expirationTime
end
elseif event == "BigWigs_StopBar" then
local addon, text = ...
if bars[text] then
bars[text] = nil
WeakAuras.ScanEvents("BigWigs_StopBar", text)
end
elseif event == "BigWigs_StopBars"
or event == "BigWigs_OnBossDisable"
or event == "BigWigs_OnPluginDisable"
then
local addon = ...
for id, bar in pairs(bars) do
if bar.addon == addon then
bars[id] = nil
WeakAuras.ScanEvents("BigWigs_StopBar", id)
end
end
end
end
function WeakAuras.RegisterBigWigsCallback(event)
if registeredBigWigsEvents[event] then
return
end
if BigWigsLoader then
BigWigsLoader.RegisterMessage(WeakAuras, event, bigWigsEventCallback)
registeredBigWigsEvents[event] = true
end
end
function WeakAuras.RegisterBigWigsTimer()
WeakAuras.RegisterBigWigsCallback("BigWigs_StartBar")
WeakAuras.RegisterBigWigsCallback("BigWigs_StopBar")
WeakAuras.RegisterBigWigsCallback("BigWigs_StopBars")
WeakAuras.RegisterBigWigsCallback("BigWigs_OnBossDisable")
end
function WeakAuras.CopyBigWigsTimerToState(bar, states, id, extendTimer)
extendTimer = extendTimer or 0
if extendTimer + bar.duration < 0 then return end
states[id] = states[id] or {}
local state = states[id]
state.show = true
state.changed = true
state.addon = bar.addon
state.spellId = bar.spellId
state.text = bar.text
state.name = bar.text
state.duration = bar.duration + extendTimer
state.expirationTime = bar.expirationTime + extendTimer
state.bwBarColor = bar.bwBarColor
state.bwTextColor = bar.bwTextColor
state.bwBackgroundColor = bar.bwBackgroundColor
state.emphasized = bar.emphasized
state.count = bar.count
state.cast = bar.cast
state.progressType = "timed"
state.icon = bar.icon
state.extend = extendTimer
if extendTimer ~= 0 then
state.autoHide = true
end
end
function WeakAuras.BigWigsTimerMatches(id, message, operator, spellId, emphasized, count, cast)
if not bars[id] then
return false
end
local v = bars[id]
local bestMatch
if spellId and spellId ~= "" and spellId ~= v.spellId then
return false
end
if message and message ~= "" and operator then
if operator == "==" then
if v.text ~= message then
return false
end
elseif operator == "find('%s')" then
if v.text == nil or not v.text:find(message, 1, true) then
return false
end
elseif operator == "match('%s')" then
if v.text == nil or not v.text:match(message) then
return false
end
end
end
if emphasized ~= nil and v.emphasized ~= emphasized then
return false
end
if count and count ~= "" and count ~= v.count then
return false
end
if cast ~= nil and v.cast ~= cast then
return false
end
return true
end
function WeakAuras.GetAllBigWigsTimers()
return bars
end
function WeakAuras.GetBigWigsTimerById(id)
return bars[id]
end
function WeakAuras.GetBigWigsTimer(text, operator, spellId, extendTimer, emphasized, count, cast)
local bestMatch
for id, bar in pairs(bars) do
if WeakAuras.BigWigsTimerMatches(id, text, operator, spellId, emphasized, count, cast)
and (bestMatch == nil or bar.expirationTime < bestMatch.expirationTime)
and bar.expirationTime + extendTimer > GetTime()
then
bestMatch = bar
end
end
return bestMatch
end
local scheduled_scans = {}
local function doBigWigsScan(fireTime)
WeakAuras.debug("Performing BigWigs scan at "..fireTime.." ("..GetTime()..")")
scheduled_scans[fireTime] = nil
WeakAuras.ScanEvents("BigWigs_Timer_Update")
end
function WeakAuras.ScheduleBigWigsCheck(fireTime)
if not scheduled_scans[fireTime] then
scheduled_scans[fireTime] = timer:ScheduleTimerFixed(doBigWigsScan, fireTime - GetTime() + 0.1, fireTime)
WeakAuras.debug("Scheduled BigWigs scan at "..fireTime)
end
end
end
function WeakAuras.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemOperator)
if not totemName or totemName == "" then
return false
end
if triggerTotemName and #triggerTotemName > 0 and triggerTotemName ~= totemName then
return false
end
if triggerTotemPattern and #triggerTotemPattern > 0 then
if triggerTotemOperator == "==" then
if totemName ~= triggerTotemPattern then
return false
end
elseif triggerTotemOperator == "find('%s')" then
if not totemName:find(triggerTotemPattern, 1, true) then
return false
end
elseif triggerTotemOperator == "match('%s')" then
if not totemName:match(triggerTotemPattern) then
return false
end
end
end
return true
end
-- Weapon Enchants
do
local mh = GetInventorySlotInfo("MainHandSlot")
local oh = GetInventorySlotInfo("SecondaryHandSlot")
local mh_name, mh_shortenedName, mh_exp, mh_dur, mh_charges;
local mh_icon = GetInventoryItemTexture("player", mh);
local oh_name, oh_shortenedName, oh_exp, oh_dur, oh_charges;
local oh_icon = GetInventoryItemTexture("player", oh);
local tenchFrame = nil
WeakAuras.frames["Temporary Enchant Handler"] = tenchFrame;
local tenchTip;
function WeakAuras.TenchInit()
if not(tenchFrame) then
tenchFrame = CreateFrame("Frame");
tenchFrame:RegisterEvent("UNIT_INVENTORY_CHANGED");
tenchTip = WeakAuras.GetHiddenTooltip();
local function getTenchName(id)
tenchTip:SetInventoryItem("player", id);
local lines = { tenchTip:GetRegions() };
for i,v in ipairs(lines) do
if(v:GetObjectType() == "FontString") then
local text = v:GetText();
if(text) then
local _, _, name = text:find("^(.+) %(%d+ [^%)]+%)$");
if(name) then
local _, _, shortenedName = name:find("^(.+) [VI%d]+$")
return name, shortenedName or name;
end
end
end
end
return "Unknown", "Unknown";
end
local function tenchUpdate()
WeakAuras.StartProfileSystem("generictrigger");
local _, mh_rem, oh_rem
_, mh_rem, mh_charges, _, oh_rem, oh_charges = GetWeaponEnchantInfo();
local time = GetTime();
local mh_exp_new = mh_rem and (time + (mh_rem / 1000));
local oh_exp_new = oh_rem and (time + (oh_rem / 1000));
if(math.abs((mh_exp or 0) - (mh_exp_new or 0)) > 1) then
mh_exp = mh_exp_new;
mh_dur = mh_rem and mh_rem / 1000;
if mh_exp then
mh_name, mh_shortenedName = getTenchName(mh)
else
mh_name, mh_shortenedName = "None", "None"
end
mh_icon = GetInventoryItemTexture("player", mh)
end
if(math.abs((oh_exp or 0) - (oh_exp_new or 0)) > 1) then
oh_exp = oh_exp_new;
oh_dur = oh_rem and oh_rem / 1000;
if oh_exp then
oh_name, oh_shortenedName = getTenchName(oh)
else
oh_name, oh_shortenedName = "None", "None"
end
oh_icon = GetInventoryItemTexture("player", oh)
end
WeakAuras.ScanEvents("TENCH_UPDATE");
WeakAuras.StopProfileSystem("generictrigger");
end
tenchFrame:SetScript("OnEvent", function(self, event, arg1)
WeakAuras.StartProfileSystem("generictrigger");
if (event == "UNIT_INVENTORY_CHANGED" and arg1 == "player") then
timer:ScheduleTimer(tenchUpdate, 0.1);
end
WeakAuras.StopProfileSystem("generictrigger");
end);
tenchUpdate();
end
end
function WeakAuras.GetMHTenchInfo()
return mh_exp, mh_dur, mh_name, mh_shortenedName, mh_icon, mh_charges;
end
function WeakAuras.GetOHTenchInfo()
return oh_exp, oh_dur, oh_name, oh_shortenedName, oh_icon, oh_charges;
end
end
-- Pets
do
local petFrame = nil
WeakAuras.frames["Pet Use Handler"] = petFrame;
function WeakAuras.WatchForPetDeath()
if not(petFrame) then
petFrame = CreateFrame("frame");
petFrame:RegisterEvent("UNIT_PET")
petFrame:SetScript("OnEvent", function(_, event, unit)
if unit ~= "player" then return end
WeakAuras.StartProfileSystem("generictrigger")
WeakAuras.ScanEvents("PET_UPDATE", "pet")
WeakAuras.StopProfileSystem("generictrigger")
end)
end
end
end
-- Mounted Frame
do
local mountedFrame
WeakAuras.frames["Mount Use Handler"] = mountedFrame;
local elapsed = 0;
local delay = 0.5;
local isMounted = IsMounted();
local function checkForMounted(self, elaps)
WeakAuras.StartProfileSystem("generictrigger");
elapsed = elapsed + elaps
if(isMounted ~= IsMounted()) then
isMounted = IsMounted();
WeakAuras.ScanEvents("MOUNTED_UPDATE");
mountedFrame:SetScript("OnUpdate", nil);
end
if(elapsed > delay) then
mountedFrame:SetScript("OnUpdate", nil);
end
WeakAuras.StopProfileSystem("generictrigger");
end
function WeakAuras.WatchForMounts()
if not(mountedFrame) then
mountedFrame = CreateFrame("frame");
mountedFrame:RegisterEvent("COMPANION_UPDATE");
mountedFrame:SetScript("OnEvent", function()
elapsed = 0;
mountedFrame:SetScript("OnUpdate", checkForMounted);
end)
end
end
end
-- Player Moving
do
local playerMovingFrame = nil
local function PlayerMoveSpeedUpdate()
WeakAuras.StartProfileSystem("generictrigger");
local speed = GetUnitSpeed("player")
if speed ~= playerMovingFrame.speed then
playerMovingFrame.speed = speed
WeakAuras.ScanEvents("PLAYER_MOVE_SPEED_UPDATE")
end
WeakAuras.StopProfileSystem("generictrigger");
end
function WeakAuras.WatchPlayerMoveSpeed()
if not(playerMovingFrame) then
playerMovingFrame = CreateFrame("frame");
WeakAuras.frames["Player Moving Frame"] = playerMovingFrame;
end
playerMovingFrame.speed = GetUnitSpeed("player")
playerMovingFrame:SetScript("OnUpdate", PlayerMoveSpeedUpdate)
end
end
do
local scheduled_scans = {};
local function doScan(fireTime, event)
WeakAuras.debug("Performing scan at "..fireTime.." ("..GetTime()..") " .. event);
scheduled_scans[event][fireTime] = nil;
WeakAuras.ScanEvents(event);
end
function WeakAuras.ScheduleScan(fireTime, event)
event = event or "COOLDOWN_REMAINING_CHECK"
scheduled_scans[event] = scheduled_scans[event] or {}
if not(scheduled_scans[event][fireTime]) then
WeakAuras.debug("Scheduled scan at " .. fireTime .. " for event " .. event);
scheduled_scans[event][fireTime] = timer:ScheduleTimerFixed(doScan, fireTime - GetTime() + 0.1, fireTime, event);
end
end
end
do
local scheduled_scans = {};
local function doCastScan(firetime, unit)
WeakAuras.debug("Performing cast scan at "..firetime.." ("..GetTime()..")");
scheduled_scans[unit][firetime] = nil;
WeakAuras.ScanEvents("CAST_REMAINING_CHECK", unit);
end
function WeakAuras.ScheduleCastCheck(fireTime, unit)
scheduled_scans[unit] = scheduled_scans[unit] or {}
if not(scheduled_scans[unit][fireTime]) then
WeakAuras.debug("Scheduled cast scan at "..fireTime);
scheduled_scans[unit][fireTime] = timer:ScheduleTimerFixed(doCastScan, fireTime - GetTime() + 0.1, fireTime, unit);
end
end
end
local uniqueId = 0;
function WeakAuras.GetUniqueCloneId()
uniqueId = (uniqueId + 1) % 1000000;
return uniqueId;
end
function GenericTrigger.CanHaveDuration(data, triggernum)
local trigger = data.triggers[triggernum].trigger
if (trigger.type == "event" or trigger.type == "status") then
if trigger.event and WeakAuras.event_prototypes[trigger.event] then
if WeakAuras.event_prototypes[trigger.event].durationFunc then
if(type(WeakAuras.event_prototypes[trigger.event].init) == "function") then
WeakAuras.event_prototypes[trigger.event].init(trigger);
end
local current, maximum, custom = WeakAuras.event_prototypes[trigger.event].durationFunc(trigger);
current = type(current) ~= "number" and current or 0
maximum = type(maximum) ~= "number" and maximum or 0
if(custom) then
return {current = current, maximum = maximum};
else
return "timed";
end
elseif WeakAuras.event_prototypes[trigger.event].canHaveDuration then
return WeakAuras.event_prototypes[trigger.event].canHaveDuration
end
end
if trigger.unevent == "timed" and trigger.duration then
return "timed"
end
elseif (trigger.type == "custom") then
if trigger.custom_type == "event" and trigger.custom_hide == "timed" and trigger.duration then
return "timed";
elseif (trigger.customDuration and trigger.customDuration ~= "") then
return "timed";
elseif (trigger.custom_type == "stateupdate") then
return "timed";
end
end
return false
end
--- Returns a table containing the names of all overlays
-- @param data
-- @param triggernum
function GenericTrigger.GetOverlayInfo(data, triggernum)
local result;
local trigger = data.triggers[triggernum].trigger
if (trigger.type ~= "custom" and trigger.event and WeakAuras.event_prototypes[trigger.event] and WeakAuras.event_prototypes[trigger.event].overlayFuncs) then
result = {};
local dest = 1;
for i, v in ipairs(WeakAuras.event_prototypes[trigger.event].overlayFuncs) do
if (v.enable(trigger)) then
result[dest] = v.name;
dest = dest + 1;
end
end
end
if (trigger.type == "custom") then
if (trigger.custom_type == "stateupdate") then
local count = 0;
local variables = events[data.id][triggernum].tsuConditionVariables();
if (type(variables) == "table") then
if (type(variables.additionalProgress) == "table") then
count = #variables.additionalProgress;
elseif (type(variables.additionalProgress) == "number") then
count = variables.additionalProgress;
end
else
local allStates = {};
WeakAuras.ActivateAuraEnvironment(data.id);
RunTriggerFunc(allStates, events[data.id][triggernum], data.id, triggernum, "OPTIONS");
WeakAuras.ActivateAuraEnvironment(nil);
local count = 0;
for id, state in pairs(allStates) do
if (state.additionalProgress) then
count = max(count, #state.additionalProgress);
end
end
end
count = min(count, 7);
for i = 1, count do
result = result or {};
result[i] = string.format(L["Overlay %s"], i);
end
else
for i = 1, 7 do
local property = "customOverlay" .. i;
if (trigger[property] and trigger[property] ~= "") then
result = result or {};
result[i] = string.format(L["Overlay %s"], i);
end
end
end
end
return result;
end
function GenericTrigger.CanHaveAuto(data, triggernum)
-- Is also called on importing before conversion, so do a few checks
local trigger = data.triggers[triggernum].trigger
if (not trigger) then
return false;
end
if(
(
(
trigger.type == "event"
or trigger.type == "status"
)
and trigger.event
and WeakAuras.event_prototypes[trigger.event]
and (
WeakAuras.event_prototypes[trigger.event].iconFunc
or WeakAuras.event_prototypes[trigger.event].canHaveAuto
)
)
or (
trigger.type == "custom"
and ((
trigger.customIcon
and trigger.customIcon ~= ""
) or trigger.custom_type == "stateupdate")
)
) then
return true;
else
return false;
end
end
function GenericTrigger.CanHaveClones(data)
return false;
end
function GenericTrigger.GetNameAndIcon(data, triggernum)
local trigger = data.triggers[triggernum].trigger
local icon, name
if (trigger.type == "event" or trigger.type == "status") then
if(trigger.event and WeakAuras.event_prototypes[trigger.event]) then
if(WeakAuras.event_prototypes[trigger.event].iconFunc) then
icon = WeakAuras.event_prototypes[trigger.event].iconFunc(trigger);
end
if(WeakAuras.event_prototypes[trigger.event].nameFunc) then
name = WeakAuras.event_prototypes[trigger.event].nameFunc(trigger);
end
end
end
return name, icon
end
---Returns the type of tooltip to show for the trigger.
-- @param data
-- @param triggernum
-- @return string
function GenericTrigger.CanHaveTooltip(data, triggernum)
local trigger = data.triggers[triggernum].trigger
if (trigger.type == "event" or trigger.type == "status") then
if (trigger.event and WeakAuras.event_prototypes[trigger.event]) then
if(WeakAuras.event_prototypes[trigger.event].hasSpellID) then
return "spell";
elseif(WeakAuras.event_prototypes[trigger.event].hasItemID) then
return "item";
end
end
end
if (trigger.type == "custom") then
if (trigger.custom_type == "stateupdate") then
return true;
end
end
return false;
end
function GenericTrigger.SetToolTip(trigger, state)
if (trigger.type == "custom" and trigger.custom_type == "stateupdate") then
if (state.tooltip) then
local lines = { strsplit("\n", state.tooltip) };
GameTooltip:ClearLines();
for i, line in ipairs(lines) do
GameTooltip:AddLine(line);
end
return true
elseif (state.spellId) then
GameTooltip:SetSpellByID(state.spellId);
return true
elseif (state.link) then
GameTooltip:SetHyperlink(state.link);
return true
elseif (state.itemId) then
GameTooltip:SetHyperlink("item:"..state.itemId..":0:0:0:0:0:0:0");
return true
elseif (state.unit and state.unitBuffIndex) then
GameTooltip:SetUnitBuff(state.unit, state.unitBuffIndex);
return true
elseif (state.unit and state.unitDebuffIndex) then
GameTooltip:SetUnitDebuff(state.unit, state.unitDebuffIndex);
return true
end
end
if (trigger.type == "event" or trigger.type == "status") then
if (trigger.event and WeakAuras.event_prototypes[trigger.event]) then
if(WeakAuras.event_prototypes[trigger.event].hasSpellID) then
GameTooltip:SetSpellByID(trigger.spellName);
return true
elseif(WeakAuras.event_prototypes[trigger.event].hasItemID) then
GameTooltip:SetHyperlink("item:"..trigger.itemName..":0:0:0:0:0:0:0")
return true
end
end
end
return false
end
function GenericTrigger.GetAdditionalProperties(data, triggernum)
local trigger = data.triggers[triggernum].trigger
local ret = "";
if (trigger.type == "event" or trigger.type == "status") then
if (trigger.event and WeakAuras.event_prototypes[trigger.event]) then
local found = false;
local additional = ""
for _, v in pairs(WeakAuras.event_prototypes[trigger.event].args) do
local enable = true
if(type(v.enable) == "function") then
enable = v.enable(trigger)
elseif type(v.enable) == "boolean" then
enable = v.enable
end
if (enable and v.store and v.name and v.display) then
found = true;
additional = additional .. "|cFFFF0000%".. triggernum .. "." .. v.name .. "|r - " .. v.display .. "\n";
end
end
if (found) then
ret = ret .. additional;
end
end
end
return ret;
end
local commonConditions = {
expirationTime = {
display = L["Remaining Duration"],
type = "timer",
},
duration = {
display = L["Total Duration"],
type = "number",
},
value = {
display = L["Progress Value"],
type = "number",
},
total = {
display = L["Progress Total"],
type = "number",
},
stacks = {
display = L["Stacks"],
type = "number"
},
name = {
display = L["Name"],
type = "string"
}
}
function GenericTrigger.GetTriggerConditions(data, triggernum)
local trigger = data.triggers[triggernum].trigger
if (trigger.type == "event" or trigger.type == "status") then
if (trigger.event and WeakAuras.event_prototypes[trigger.event]) then
local result = {};
local canHaveDuration = GenericTrigger.CanHaveDuration(data, triggernum);
local timedDuration = canHaveDuration;
local valueDuration = canHaveDuration;
if (canHaveDuration == "timed") then
valueDuration = false;
elseif (type(canHaveDuration) == "table") then
timedDuration = false;
end
if (timedDuration) then
result.expirationTime = commonConditions.expirationTime;
result.duration = commonConditions.duration;
end
if (valueDuration) then
result.value = commonConditions.value;
result.total = commonConditions.total;
end
if (WeakAuras.event_prototypes[trigger.event].stacksFunc) then
result.stacks = commonConditions.stacks;
end
if (WeakAuras.event_prototypes[trigger.event].nameFunc) then
result.name = commonConditions.name;
end
for _, v in pairs(WeakAuras.event_prototypes[trigger.event].args) do
if (v.conditionType and v.name and v.display) then
local enable = true;
if (v.enable) then
if type(v.enable) == "function" then
enable = v.enable(trigger);
elseif type(v.enable) == "boolean" then
enable = v.enable
end
end
if (enable) then
result[v.name] = {
display = v.display,
type = v.conditionType
}
if (result[v.name].type == "select" or result[v.name].type == "unit") then
if (v.conditionValues) then
result[v.name].values = WeakAuras[v.conditionValues];
else
if type(v.values) == "function" then
result[v.name].values = v.values()
else
result[v.name].values = WeakAuras[v.values];
end
end
end
if (v.conditionTest) then
result[v.name].test = v.conditionTest;
end
if (v.conditionEvents) then
result[v.name].events = v.conditionEvents;
end
if (v.operator_types_without_equal) then
result[v.name].operator_types_without_equal = true;
elseif (v.operator_types_only_equal) then
result[v.name].operator_types_only_equal = true;
end
end
end
end
return result;
end
elseif(trigger.type == "custom") then
if (trigger.custom_type == "status" or trigger.custom_type == "event") then
local result = {};
local canHaveDurationFunc = trigger.custom_type == "status" or (trigger.custom_type == "event" and (trigger.custom_hide ~= "timed" or trigger.dynamicDuration));
if (canHaveDurationFunc and trigger.customDuration and trigger.customDuration ~= "") then
result.expirationTime = commonConditions.expirationTime;
result.duration = commonConditions.duration;
result.value = commonConditions.value;
result.total = commonConditions.total;
end
if (trigger.custom_type == "event" and trigger.custom_hide ~= "custom" and trigger.dynamicDuration ~= true) then
-- This is the static duration of a event/timed trigger
result.expirationTime = commonConditions.expirationTime;
result.duration = commonConditions.duration;
end
if (trigger.customStacks and trigger.customStacks ~= "") then
result.stacks = commonConditions.stacks;
end
if (trigger.customName and trigger.customName ~= "") then
result.name = commonConditions.name;
end
return result;
elseif (trigger.custom_type == "stateupdate") then
if (events[data.id][triggernum] and events[data.id][triggernum].tsuConditionVariables) then
WeakAuras.ActivateAuraEnvironment(data.id, nil, nil, nil, true)
local result = events[data.id][triggernum].tsuConditionVariables()
WeakAuras.ActivateAuraEnvironment(nil)
if (type(result)) ~= "table" then
return nil;
end
-- Make the life of tsu authors easier, by automatically filling in the details for
-- expirationTime, duration, value, total, stacks, if those exists but aren't a table value
-- By allowing a short-hand notation of just variable = type
-- In addition to the long form of variable = { type = xyz, display = "desc"}
for k, v in pairs(commonConditions) do
if (result[k] and type(result[k]) ~= "table") then
result[k] = v;
end
end
for k, v in pairs(result) do
if (type(v) == "string") then
result[k] = {
display = k,
type = v,
};
end
end
for k, v in pairs(result) do
if (type(v) ~= "table") then
result[k] = nil;
elseif (v.display == nil or type(v.display) ~= "string") then
if (type(k) == "string") then
v.display = k;
else
result[k] = nil;
end
end
end
return result;
end
end
end
return nil;
end
function GenericTrigger.CreateFallbackState(data, triggernum, state)
state.show = true;
state.changed = true;
local event = events[data.id][triggernum];
WeakAuras.ActivateAuraEnvironment(data.id, "", state);
local firstTrigger = data.triggers[1].trigger
if (event.nameFunc) then
local ok, name = pcall(event.nameFunc, firstTrigger);
if not ok then
geterrorhandler()(name)
state.name = nil
else
state.name = name or nil
end
end
if (event.iconFunc) then
local ok, icon = pcall(event.iconFunc, firstTrigger);
if not ok then
geterrorhandler()(icon)
state.icon = nil
else
state.icon = icon or nil
end
end
if (event.textureFunc ) then
local ok, texture = pcall(event.textureFunc, firstTrigger);
if not ok then
geterrorhandler()(texture)
state.texture = nil
else
state.texture = texture or nil
end
end
if (event.stacksFunc) then
local ok, stacks = pcall(event.stacksFunc, firstTrigger);
if not ok then
geterrorhandler()(stacks)
state.stacks = nil
else
state.stacks = stacks or nil
end
end
if (event.durationFunc) then
local ok, arg1, arg2, arg3, inverse = pcall(event.durationFunc, firstTrigger);
if not ok then
geterrorhandler()(arg1)
state.progressType = "timed";
state.duration = 0;
state.expirationTime = math.huge;
state.value = nil;
state.total = nil;
return;
end
arg1 = type(arg1) == "number" and arg1 or 0;
arg2 = type(arg2) == "number" and arg2 or 0;
if(type(arg3) == "string") then
state.durationFunc = event.durationFunc;
elseif (type(arg3) == "function") then
state.durationFunc = arg3;
else
state.durationFunc = nil;
end
if (arg3) then
state.progressType = "static";
state.duration = nil;
state.expirationTime = nil;
state.value = arg1;
state.total = arg2;
state.inverse = inverse;
else
state.progressType = "timed";
state.duration = arg1;
state.expirationTime = arg2;
state.autoHide = nil;
state.value = nil;
state.total = nil;
state.inverse = inverse;
end
else
state.progressType = "timed";
state.duration = 0;
state.expirationTime = math.huge;
state.value = nil;
state.total = nil;
end
if (event.overlayFuncs) then
RunOverlayFuncs(event, state);
end
WeakAuras.ActivateAuraEnvironment(nil);
end
function GenericTrigger.GetName(triggerType)
if (triggerType == "status") then
return L["Status"];
end
if (triggerType == "event") then
return L["Event"];
end
if (triggerType == "custom") then
return L["Custom"];
end
end
function GenericTrigger.GetTriggerDescription(data, triggernum, namestable)
local trigger = data.triggers[triggernum].trigger
if(trigger.type == "event" or trigger.type == "status") then
if(trigger.type == "event") then
tinsert(namestable, {L["Trigger:"], (WeakAuras.event_types[trigger.event] or L["Undefined"])});
else
tinsert(namestable, {L["Trigger:"], (WeakAuras.status_types[trigger.event] or L["Undefined"])});
end
if(trigger.event == "Combat Log" and trigger.subeventPrefix and trigger.subeventSuffix) then
tinsert(namestable, {L["Message type:"], (WeakAuras.subevent_prefix_types[trigger.subeventPrefix] or L["Undefined"]).." "..(WeakAuras.subevent_suffix_types[trigger.subeventSuffix] or L["Undefined"])});
end
else
tinsert(namestable, {L["Trigger:"], L["Custom"]});
end
end
WeakAuras.RegisterTriggerSystem({"event", "status", "custom"}, GenericTrigger);