Files

295 lines
7.2 KiB
Lua

local function StrSplit(inputString, separator)
local outputTable = {}
for str in string.gmatch(inputString, "([^" .. separator .. "]+)") do
outputTable[#outputTable + 1] = str
end
return outputTable
end
local function PrintTable(table)
for k, v in pairs(table) do
print(k .. " " .. v)
end
end
aura_env.GetClassColor = function(class)
if class == "Death Knight" then
return "\124cFFC41E3A"
elseif class == "Druid" then
return "\124cFFFF7C0A"
elseif class == "Hunter" then
return "\124cFFAAD372"
elseif class == "Mage" then
return "\124cFF3FC7EB"
elseif class == "Paladin" then
return "\124cFFF48CBA"
elseif class == "Priest" then
return "\124cFFFFFFFF"
elseif class == "Rogue" then
return "\124cFFFFF468"
elseif class == "Shaman" then
return "\124cFF0070DD"
elseif class == "Warlock" then
return "\124cFF8788EE"
elseif class == "Warrior" then
return "\124cFFC69B6D"
end
end
local Unit = {
New = function(self, unit)
o = {
["unit"] = unit,
}
setmetatable(o, self)
self.__index = self
return o
end,
GetAuras = function(self, auraFunc, name, type) return nil end,
}
local BasicUnit = Unit:New("player")
function BasicUnit:GetAuras(auraFunc, name)
local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc(self.unit, name)
if aura ~= nil then
return {
[UnitName(self.unit)] = {
["duration"] = duration,
["expirationTime"] = expirationTime,
["spellID"] = spellID,
["stacks"] = stacks or 1,
},
}
else
return {}
end
end
-- Maybe implement some sort of throttle to group unit?
local GroupUnit = Unit:New("group")
function GroupUnit:GetAuras(auraFunc, name)
local raidMem = GetNumRaidMembers()
local num = GetNumPartyMembers()
local unitPrefix = "party"
if raidMem > num then
unitPrefix = "raid"
num = raidMem
end
auras = {}
for i = 1, num do
local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc(unitPrefix .. i, name)
if aura ~= nil then
auras[UnitName(unitPrefix .. i)] = {
["duration"] = duration,
["expirationTime"] = expirationTime,
["spellID"] = spellID,
["class"] = UnitClass(unitPrefix .. i) or "Paladin",
["stacks"] = stacks or 1,
}
end
end
if unitPrefix == "party" then
local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc("player", name)
if aura ~= nil then
auras[UnitName("player")] = {
["duration"] = duration,
["expirationTime"] = expirationTime,
["spellID"] = spellID,
["class"] = UnitClass(unitPrefix .. i) or "Paladin",
["stacks"] = stacks or 1,
}
end
end
return auras
end
-- Nameplate does not work, find out why?
local NameplateUnit = Unit:New("nameplate")
function NameplateUnit:GetAuras(auraFunc, name)
local unitPrefix = "nameplate"
auras = {}
for i = 1, 40 do
local aura, _, _, stacks, _, duration, expirationTime, _, _, _, spellID = auraFunc(auraPrefix .. i, name)
if aura ~= nil then
auras[UnitName(unitPrefix .. i)] = {
["duration"] = duration,
["expirationTime"] = expirationTime,
["spellID"] = spellID,
["stacks"] = stacks or 1,
}
end
end
return auras
end
local UnitFactory = {
New = function(self)
o = {}
setmetatable(o, self)
self.__index = self
return o
end,
CreateUnit = function(self, target)
target = string.lower(target)
if target == "player" or target == "target" or target == "focus" then
return BasicUnit:New(target)
elseif target == "group" then
return GroupUnit:New(target)
elseif target == "nameplate" then
return NameplateUnit:New(target)
end
end,
}
local unitFactory = UnitFactory:New()
local Aura = {
New = function(self, entry, index)
o = {
["name"] = entry.auraName,
["unit"] = entry.target,
["hasCooldown"] = entry.hasCooldown,
["index"] = index,
["GetAura"] = entry.GetAura,
}
setmetatable(o, self)
self.__index = self
return o
end,
IsActive = function(self)
for k, v in pairs(self.unit:GetAuras(self.GetAura, self.name)) do
for k2, v2 in pairs(v) do
end
return true
end
return false
end,
IsOnCooldown = function(self)
if not self.hasCooldown then return false end
return GetSpellCooldown(self.name) > 0
end,
AddAsAura = function(self, allstates)
local auras = self.unit:GetAuras(self.GetAura, self.name)
for k, v in pairs(auras) do
duration = v.duration
expirationTime = v.expirationTime
icon = self:GetAuraIcon(v.spellID)
allstates[self.name .. k] = {
changed = true,
show = true,
resort = true,
progressType = "timed",
duration = duration,
expirationTime = expirationTime,
index = self.index,
icon = icon,
pname = k,
stacks = v.stacks,
pclass = v.class,
IsOnCooldown = true,
IsActive = true,
IsBad = self.GetAura == UnitDebuff,
}
end
end,
AddAsCooldown = function(self, allstates)
if not self.hasCooldown then return false end
startTime, duration = GetSpellCooldown(self.name)
icon = self:GetSpellIcon()
allstates[self.name] = {
changed = true,
show = true,
resort = true,
progressType = "timed",
duration = duration,
expirationTime = startTime + duration,
index = self.index,
icon = icon,
IsOnCooldown = true,
IsActive = false,
IsBad = self.GetAura == UnitDebuff,
}
end,
AddAsIcon = function(self, allstates)
if not self.hasCooldown then return false end
icon = self:GetSpellIcon()
allstates[self.name] = {
changed = true,
show = true,
resort = true,
progressType = "static",
value = 1,
total = 1,
index = self.index,
icon = icon,
IsOnCooldown = false,
IsActive = false,
IsBad = self.GetAura == UnitDebuff,
}
end,
GetSpellIcon = function(self) return select(3, GetSpellInfo(self.name)) end,
GetAuraIcon = function(self, spellID) return select(3, GetSpellInfo(spellID)) end,
}
local Entry = {
New = function(self, entry)
entry = self:TrimWhitespace(entry)
local entryData = StrSplit(entry, ",")
local name = self:ReadEntryData(entryData, 1)
local type = self:ReadEntryData(entryData, 2) or "Buff"
local target = unitFactory:CreateUnit(self:ReadEntryData(entryData, 3) or "Player")
local cooldown = (self:ReadEntryData(entryData, 4) == "0") or false
cooldown = not cooldown
local GetAura = UnitBuff
if type == "Debuff" then GetAura = UnitDebuff end
o = {
["entry"] = entry,
["auraName"] = name,
["GetAura"] = GetAura,
["target"] = target,
["hasCooldown"] = cooldown,
}
setmetatable(o, self)
self.__index = self
return o
end,
ReadEntryData = function(self, entryData, index)
local str = entryData[index]
if str == nil then return nil end
str = self:TrimWhitespace(str)
return str
end,
TrimWhitespace = function(self, str)
str = str:gsub("^[ ]+", "")
str = str:gsub("\n$", "")
str = str:gsub("[ ]+$", "")
return str
end,
}
aura_env.auras = {}
for entry in string.gmatch(aura_env.config.spellList, "([a-zA-Z,0-9 ]+)") do
entry = Entry:New(entry)
auraObj = Aura:New(entry, #aura_env.auras + 1)
aura_env.auras[#aura_env.auras + 1] = auraObj
end
aura_env.HandleEvent = function(allstates)
for k, v in ipairs(aura_env.auras) do
if v:IsActive() then
v:AddAsAura(allstates)
elseif v:IsOnCooldown() and not v:IsActive() then
v:AddAsCooldown(allstates)
elseif not v:IsOnCooldown() and not v:IsActive() then
v:AddAsIcon(allstates)
end
end
end