-- load pfUI environment setfenv(1, pfUI:GetEnvironment()) --[[ libdebuff ]]-- -- A pfUI library that detects and saves all ongoing debuffs of players, NPCs and enemies. -- The functions UnitDebuff is exposed to the modules which allows to query debuffs like you -- would on later expansions. -- -- libdebuff:UnitDebuff(unit, id) -- Returns debuff informations on the given effect of the specified unit. -- name, rank, texture, stacks, dtype, duration, timeleft -- return instantly if we're not on a vanilla client if pfUI.client > 11200 then return end -- return instantly when another libdebuff is already active if pfUI.api.libdebuff then return end -- fix a typo (missing $) in ruRU capture index if GetLocale() == "ruRU" then SPELLREFLECTSELFOTHER = gsub(SPELLREFLECTSELFOTHER, "%%2s", "%%2%$s") end local libdebuff = CreateFrame("Frame", "pfdebuffsScanner", UIParent) local scanner = libtipscan:GetScanner("libdebuff") local _, class = UnitClass("player") local lastspell function libdebuff:GetDuration(effect, rank) if L["debuffs"][effect] then local rank = rank and tonumber((string.gsub(rank, RANK, ""))) or 0 local rank = L["debuffs"][effect][rank] and rank or libdebuff:GetMaxRank(effect) local duration = L["debuffs"][effect][rank] if effect == L["dyndebuffs"]["Rupture"] then -- Rupture: +2 sec per combo point duration = duration + GetComboPoints()*2 elseif effect == L["dyndebuffs"]["Kidney Shot"] then -- Kidney Shot: +1 sec per combo point duration = duration + GetComboPoints()*1 elseif effect == L["dyndebuffs"]["Demoralizing Shout"] then -- Booming Voice: 10% per talent local _,_,_,_,count = GetTalentInfo(2,1) if count and count > 0 then duration = duration + ( duration / 100 * (count*10)) end elseif effect == L["dyndebuffs"]["Shadow Word: Pain"] then -- Improved Shadow Word: Pain: +3s per talent local _,_,_,_,count = GetTalentInfo(3,4) if count and count > 0 then duration = duration + count * 3 end elseif effect == L["dyndebuffs"]["Frostbolt"] then -- Permafrost: +1s per talent local _,_,_,_,count = GetTalentInfo(3,7) if count and count > 0 then duration = duration + count end elseif effect == L["dyndebuffs"]["Gouge"] then -- Improved Gouge: +.5s per talent local _,_,_,_,count = GetTalentInfo(2,1) if count and count > 0 then duration = duration + (count*.5) end end return duration else return 0 end end function libdebuff:UpdateDuration(unit, unitlevel, effect, duration) if not unit or not effect or not duration then return end unitlevel = unitlevel or 0 if libdebuff.objects[unit] and libdebuff.objects[unit][unitlevel] and libdebuff.objects[unit][unitlevel][effect] then libdebuff.objects[unit][unitlevel][effect].duration = duration end end function libdebuff:GetMaxRank(effect) local max = 0 for id in pairs(L["debuffs"][effect]) do if id > max then max = id end end return max end function libdebuff:UpdateUnits() if not pfUI.uf or not pfUI.uf.target then return end pfUI.uf:RefreshUnit(pfUI.uf.target, "aura") end function libdebuff:AddPending(unit, unitlevel, effect, duration, caster) if not unit or duration <= 0 then return end if not L["debuffs"][effect] then return end if libdebuff.pending[3] then return end libdebuff.pending[1] = unit libdebuff.pending[2] = unitlevel or 0 libdebuff.pending[3] = effect libdebuff.pending[4] = duration -- or libdebuff:GetDuration(effect) libdebuff.pending[5] = caster QueueFunction(libdebuff.PersistPending) end function libdebuff:RemovePending() libdebuff.pending[1] = nil libdebuff.pending[2] = nil libdebuff.pending[3] = nil libdebuff.pending[4] = nil libdebuff.pending[5] = nil end function libdebuff:PersistPending(effect) if not libdebuff.pending[3] then return end if libdebuff.pending[3] == effect or ( effect == nil and libdebuff.pending[3] ) then libdebuff:AddEffect(libdebuff.pending[1], libdebuff.pending[2], libdebuff.pending[3], libdebuff.pending[4], libdebuff.pending[5]) end libdebuff:RemovePending() end function libdebuff:RevertLastAction() lastspell.start = lastspell.start_old lastspell.start_old = nil libdebuff:UpdateUnits() end function libdebuff:AddEffect(unit, unitlevel, effect, duration, caster) if not unit or not effect then return end unitlevel = unitlevel or 0 if not libdebuff.objects[unit] then libdebuff.objects[unit] = {} end if not libdebuff.objects[unit][unitlevel] then libdebuff.objects[unit][unitlevel] = {} end if not libdebuff.objects[unit][unitlevel][effect] then libdebuff.objects[unit][unitlevel][effect] = {} end -- save current effect as lastspell lastspell = libdebuff.objects[unit][unitlevel][effect] libdebuff.objects[unit][unitlevel][effect].effect = effect libdebuff.objects[unit][unitlevel][effect].start_old = libdebuff.objects[unit][unitlevel][effect].start libdebuff.objects[unit][unitlevel][effect].start = GetTime() libdebuff.objects[unit][unitlevel][effect].duration = duration or libdebuff:GetDuration(effect) libdebuff.objects[unit][unitlevel][effect].caster = caster libdebuff:UpdateUnits() end -- scan for debuff application libdebuff:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE") libdebuff:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE") libdebuff:RegisterEvent("CHAT_MSG_SPELL_FAILED_LOCALPLAYER") libdebuff:RegisterEvent("CHAT_MSG_SPELL_SELF_DAMAGE") libdebuff:RegisterEvent("PLAYER_TARGET_CHANGED") libdebuff:RegisterEvent("SPELLCAST_STOP") libdebuff:RegisterEvent("UNIT_AURA") -- register seal handler if class == "PALADIN" then libdebuff:RegisterEvent("CHAT_MSG_COMBAT_SELF_HITS") end -- Remove Pending libdebuff.rp = { SPELLIMMUNESELFOTHER, IMMUNEDAMAGECLASSSELFOTHER, SPELLMISSSELFOTHER, SPELLRESISTSELFOTHER, SPELLEVADEDSELFOTHER, SPELLDODGEDSELFOTHER, SPELLDEFLECTEDSELFOTHER, SPELLREFLECTSELFOTHER, SPELLPARRIEDSELFOTHER, SPELLLOGABSORBSELFOTHER, SPELLFAILCASTSELF } libdebuff.objects = {} libdebuff.pending = {} -- Gather Data by Events libdebuff:SetScript("OnEvent", function() -- paladin seal refresh if event == "CHAT_MSG_COMBAT_SELF_HITS" then local hit = cmatch(arg1, COMBATHITSELFOTHER) local crit = cmatch(arg1, COMBATHITCRITSELFOTHER) if hit or crit then for seal in L["judgements"] do local name = UnitName("target") local level = UnitLevel("target") if name and libdebuff.objects[name] then if level and libdebuff.objects[name][level] and libdebuff.objects[name][level][seal] then libdebuff:AddEffect(name, level, seal) elseif libdebuff.objects[name][0] and libdebuff.objects[name][0][seal] then libdebuff:AddEffect(name, 0, seal) end end end end -- Add Combat Log elseif event == "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE" or event == "CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE" then local unit, effect = cmatch(arg1, AURAADDEDOTHERHARMFUL) if unit and effect then local unitlevel = UnitName("target") == unit and UnitLevel("target") or 0 if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then libdebuff:AddEffect(unit, unitlevel, effect) end end -- Add Missing Buffs by Iteration elseif ( event == "UNIT_AURA" and arg1 == "target" ) or event == "PLAYER_TARGET_CHANGED" then for i=1, 16 do local effect, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff("target", i) -- abort when no further debuff was found if not texture then return end if texture and effect and effect ~= "" then -- don't overwrite existing timers local unitlevel = UnitLevel("target") or 0 local unit = UnitName("target") if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then libdebuff:AddEffect(unit, unitlevel, effect) end end end -- Update Pending Spells elseif event == "CHAT_MSG_SPELL_FAILED_LOCALPLAYER" or event == "CHAT_MSG_SPELL_SELF_DAMAGE" then -- Remove pending spell for _, msg in pairs(libdebuff.rp) do local effect = cmatch(arg1, msg) if effect and libdebuff.pending[3] == effect then -- instant removal of the pending spell libdebuff:RemovePending() return elseif effect and lastspell and lastspell.start_old and lastspell.effect == effect then -- late removal of debuffs (e.g hunter arrows as they hit late) libdebuff:RevertLastAction() return end end elseif event == "SPELLCAST_STOP" then libdebuff:PersistPending() end end) -- Gather Data by User Actions hooksecurefunc("CastSpell", function(id, bookType) local rawEffect, rank = libspell.GetSpellInfo(id, bookType) local duration = libdebuff:GetDuration(rawEffect, rank) libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player") end) hooksecurefunc("CastSpellByName", function(effect, target) local rawEffect, rank = libspell.GetSpellInfo(effect) local duration = libdebuff:GetDuration(rawEffect, rank) libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player") end) hooksecurefunc("UseAction", function(slot, target, button) if GetActionText(slot) or not IsCurrentAction(slot) then return end scanner:SetAction(slot) local rawEffect, rank = scanner:Line(1) local duration = libdebuff:GetDuration(rawEffect, rank) libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player") end) function libdebuff:UnitDebuff(unit, id) local unitname = UnitName(unit) local unitlevel = UnitLevel(unit) local texture, stacks, dtype = UnitDebuff(unit, id) local duration, timeleft = nil, -1 local rank = nil -- no backport local caster = nil -- experimental local effect if texture then scanner:SetUnitDebuff(unit, id) effect = scanner:Line(1) or "" end -- read level based debuff table local data = libdebuff.objects[unitname] and libdebuff.objects[unitname][unitlevel] data = data or libdebuff.objects[unitname] and libdebuff.objects[unitname][0] if data and data[effect] then if data[effect].duration and data[effect].start and data[effect].duration + data[effect].start > GetTime() then -- read valid debuff data duration = data[effect].duration timeleft = duration + data[effect].start - GetTime() caster = data[effect].caster else -- clean up invalid values data[effect] = nil end end return effect, rank, texture, stacks, dtype, duration, timeleft, caster end local cache = {} function libdebuff:UnitOwnDebuff(unit, id) -- clean cache for k, v in pairs(cache) do cache[k] = nil end -- detect own debuffs local count = 1 for i=1,16 do local effect, rank, texture, stacks, dtype, duration, timeleft, caster = libdebuff:UnitDebuff(unit, i) if effect and not cache[effect] and caster and caster == "player" then cache[effect] = true if count == id then return effect, rank, texture, stacks, dtype, duration, timeleft, caster else count = count + 1 end end end end -- add libdebuff to pfUI API pfUI.api.libdebuff = libdebuff