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NameplateSCT.lua
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NameplateSCT.lua
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---------------
-- LIBRARIES --
---------------
local AceAddon = LibStub("AceAddon-3.0");
local LibEasing = LibStub("LibEasing-1.0");
local SharedMedia = LibStub("LibSharedMedia-3.0");
NameplateSCT = AceAddon:NewAddon("NameplateSCT", "AceConsole-3.0", "AceEvent-3.0");
NameplateSCT.frame = CreateFrame("Frame", nil, UIParent);
------------
-- LOCALS --
------------
local _;
local animating = {};
local playerGUID;
local unitToGuid = {};
local guidToUnit = {};
local targetFrames = {};
for level = 1, 3 do
targetFrames[level] = CreateFrame("Frame", nil, UIParent);
end
local offTargetFrames = {};
for level = 1, 3 do
offTargetFrames[level] = CreateFrame("Frame", nil, UIParent);
end
--------
-- DB --
--------
local defaultFont = "Friz Quadrata TT";
if (SharedMedia:IsValid("font", "Bazooka")) then
defaultFont = "Bazooka";
end
local defaults = {
global = {
enabled = true,
xOffset = 0,
yOffset = 0,
font = defaultFont,
damageColor = true,
defaultColor = "ffff00",
truncate = true,
truncateLetter = true,
commaSeperate = true,
sizing = {
crits = true,
critsScale = 1.5,
smallHits = true,
smallHitsScale = 0.66,
smallHitsHide = false,
autoattackcritsizing = true,
},
animations = {
ability = "fountain",
crit = "verticalUp",
miss = "verticalUp",
autoattack = "fountain",
autoattackcrit = "verticalUp",
},
formatting = {
size = 20,
icon = "right",
alpha = 1,
},
useOffTarget = true,
offTargetFormatting = {
size = 15,
icon = "right",
alpha = 0.5,
},
},
};
---------------------
-- LOCAL CONSTANTS --
---------------------
local SMALL_HIT_EXPIRY_WINDOW = 30;
local SMALL_HIT_MULTIPIER = 0.5;
local ANIMATION_VERTICAL_DISTANCE = 75;
local ANIMATION_ARC_X_MIN = 50;
local ANIMATION_ARC_X_MAX = 150;
local ANIMATION_ARC_Y_TOP_MIN = 10;
local ANIMATION_ARC_Y_TOP_MAX = 50;
local ANIMATION_ARC_Y_BOTTOM_MIN = 10;
local ANIMATION_ARC_Y_BOTTOM_MAX = 50;
-- local ANIMATION_SHAKE_DEFLECTION = 15;
-- local ANIMATION_SHAKE_NUM_SHAKES = 4;
local ANIMATION_RAINFALL_X_MAX = 75;
local ANIMATION_RAINFALL_Y_MIN = 50;
local ANIMATION_RAINFALL_Y_MAX = 100;
local ANIMATION_RAINFALL_Y_START_MIN = 5
local ANIMATION_RAINFALL_Y_START_MAX = 15;
local ANIMATION_LENGTH = 1;
local DAMAGE_TYPE_COLORS = {
[SCHOOL_MASK_PHYSICAL] = "FFFF00",
[SCHOOL_MASK_HOLY] = "FFE680",
[SCHOOL_MASK_FIRE] = "FF8000",
[SCHOOL_MASK_NATURE] = "4DFF4D",
[SCHOOL_MASK_FROST] = "80FFFF",
[SCHOOL_MASK_SHADOW] = "8080FF",
[SCHOOL_MASK_ARCANE] = "FF80FF",
};
local MISS_EVENT_STRINGS = {
["ABSORB"] = "Absorbed",
["BLOCK"] = "Blocked",
["DEFLECT"] = "Deflected",
["DODGE"] = "Dodged",
["EVADE"] = "Evaded",
["IMMUNE"] = "Immune",
["MISS"] = "Missed",
["PARRY"] = "Parried",
["REFLECT"] = "Reflected",
["RESIST"] = "Resisted",
};
local FRAME_LEVEL_OVERLAY = 3;
local FRAME_LEVEL_ABOVE = 2;
local FRAME_LEVEL_BELOW = 1;
----------------
-- FONTSTRING --
----------------
local function getFontPath(fontName)
local fontPath = SharedMedia:Fetch("font", fontName);
if (fontPath == nil) then
fontPath = "Fonts\\FRIZQT__.TTF";
end
return fontPath;
end
local fontStringCache = {};
local function getFontString()
local fontString;
if (next(fontStringCache)) then
fontString = table.remove(fontStringCache);
else
fontString = NameplateSCT.frame:CreateFontString();
end
fontString:SetParent(NameplateSCT.frame);
fontString:SetFont(getFontPath(NameplateSCT.db.global.font), 15, "OUTLINE");
fontString:SetAlpha(1);
fontString:SetDrawLayer("OVERLAY");
fontString:SetText("");
fontString:Show();
return fontString;
end
local function recycleFontString(fontString)
fontString:SetAlpha(0);
fontString:Hide();
animating[fontString] = nil;
fontString.distance = nil;
fontString.arcTop = nil;
fontString.arcBottom = nil;
fontString.arcXDist = nil;
fontString.deflection = nil;
fontString.numShakes = nil;
fontString.animation = nil;
fontString.animatingDuration = nil;
fontString.animatingStartTime = nil;
fontString.anchorFrame = nil;
fontString.unit = nil;
fontString.guid = nil;
fontString.pow = nil;
fontString.startHeight = nil;
fontString.NSCTFontSize = nil;
fontString:SetFont(getFontPath(NameplateSCT.db.global.font), 15, "OUTLINE");
fontString:SetParent(NameplateSCT.frame);
table.insert(fontStringCache, fontString);
end
----------------
-- NAMEPLATES --
----------------
local nameplatePositionTicker;
local guidNameplatePositionX = {}; -- why two tables? Because creating tables creates garbage, at least that's the idea
local guidNameplatePositionY = {};
local function saveNameplatePositions_Awful()
-- look, this isn't a good way of doing this, but it's quick and easy and I don't
-- understand why GetCenter of the nameplate isn't actually where it is and why I can't
-- figure out how to scale it properly with GetEffectiveScale or whatever
local fontString = getFontString();
for unit, guid in pairs(unitToGuid) do
local nameplate = C_NamePlate.GetNamePlateForUnit(unit);
if (nameplate and not UnitIsDead(unit) and nameplate:IsShown()) then
fontString:SetPoint("CENTER", nameplate, "CENTER", 0, 0);
guidNameplatePositionX[guid], guidNameplatePositionY[guid] = fontString:GetCenter();
end
end
recycleFontString(fontString);
end
local function startSavingNameplatePositions()
if (not nameplatePositionTicker) then
nameplatePositionTicker = C_Timer.NewTicker(1/10, saveNameplatePositions_Awful);
end
end
local function stopSavingNameplatePositions()
nameplatePositionTicker:Cancel();
nameplatePositionTicker = nil;
end
-- NameplateSCT.SaveNameplatePositions_Awful = saveNameplatePositions_Awful;
--[[ this should work for reasonable nameplate systems, but doesn't work with a bunch of them -.-
local function setNameplateFrameLevels()
local targetStrata;
local offTargetStrata;
local targetFrameLevel;
local offTargetFrameLevelLow;
local offTargetFrameLevelHigh;
-- get strata/framelevels for target and max for offtargets
for unit, guid in pairs(unitToGuid) do
local nameplate = C_NamePlate.GetNamePlateForUnit(unit);
if (nameplate and not UnitIsDead(unit) and nameplate:IsShown()) then
local nameplateFrame = _G[nameplate:GetName().."UnitFrame"];
if (nameplateFrame) then
if (UnitIsUnit("target", unit)) then
targetStrata = nameplateFrame:GetFrameStrata();
targetFrameLevel = nameplateFrame:GetFrameLevel();
else
offTargetStrata = nameplateFrame:GetFrameStrata();
local frameLevel = nameplateFrame:GetFrameLevel();
if (not offTargetFrameLevelHigh or offTargetFrameLevelHigh < frameLevel) then
offTargetFrameLevelHigh = frameLevel;
end
if (not offTargetFrameLevelLow or offTargetFrameLevelLow < frameLevel) then
offTargetFrameLevelLow = frameLevel;
end
end
end
end
end
if (targetStrata and targetFrameLevel) then
local lowFrameLevel = targetFrameLevel - 1;
if (lowFrameLevel < 0) then
lowFrameLevel = 0;
end
for _, frame in pairs(targetFrames) do
frame:SetFrameStrata(targetStrata);
end
targetFrames[FRAME_LEVEL_OVERLAY]:SetFrameLevel(targetFrameLevel + 4);
targetFrames[FRAME_LEVEL_ABOVE]:SetFrameLevel(targetFrameLevel + 3);
targetFrames[FRAME_LEVEL_BELOW]:SetFrameLevel(lowFrameLevel);
end
if (offTargetStrata and offTargetFrameLevelHigh and offTargetFrameLevelLow) then
local lowFrameLevel = offTargetFrameLevelLow - 2;
if (lowFrameLevel < 0) then
lowFrameLevel = 0;
end
for _, frame in pairs(offTargetFrames) do
frame:SetFrameStrata(offTargetStrata);
end
offTargetFrames[FRAME_LEVEL_OVERLAY]:SetFrameLevel(offTargetFrameLevelHigh + 2);
offTargetFrames[FRAME_LEVEL_ABOVE]:SetFrameLevel(offTargetFrameLevelHigh + 1);
offTargetFrames[FRAME_LEVEL_BELOW]:SetFrameLevel(lowFrameLevel);
end
end
]]--
local function setNameplateFrameLevels()
for _, frame in pairs(targetFrames) do
frame:SetFrameStrata("LOW");
end
targetFrames[FRAME_LEVEL_OVERLAY]:SetFrameLevel(1001);
targetFrames[FRAME_LEVEL_ABOVE]:SetFrameLevel(1000);
targetFrames[FRAME_LEVEL_BELOW]:SetFrameLevel(999);
for _, frame in pairs(offTargetFrames) do
frame:SetFrameStrata("LOW");
end
offTargetFrames[FRAME_LEVEL_OVERLAY]:SetFrameLevel(901);
offTargetFrames[FRAME_LEVEL_ABOVE]:SetFrameLevel(900);
offTargetFrames[FRAME_LEVEL_BELOW]:SetFrameLevel(899);
end
----------
-- CORE --
----------
function NameplateSCT:OnInitialize()
-- setup db
self.db = LibStub("AceDB-3.0"):New("NameplateSCTDB", defaults, true);
-- setup chat commands
self:RegisterChatCommand("nsct", "OpenMenu");
-- setup menu
self:RegisterMenu();
setNameplateFrameLevels();
-- if the addon is turned off in db, turn it off
if (self.db.global.enabled == false) then
self:Disable();
end
end
function NameplateSCT:OnEnable()
playerGUID = UnitGUID("player");
self:RegisterEvent("NAME_PLATE_UNIT_ADDED");
self:RegisterEvent("NAME_PLATE_UNIT_REMOVED");
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
self.db.global.enabled = true;
end
function NameplateSCT:OnDisable()
self:UnregisterAllEvents();
for fontString, _ in pairs(animating) do
recycleFontString(fontString);
end
self.db.global.enabled = false;
end
---------------
-- ANIMATION --
---------------
local function verticalPath(elapsed, duration, distance)
return 0, LibEasing.InQuad(elapsed, 0, distance, duration);
end
local function arcPath(elapsed, duration, xDist, yStart, yTop, yBottom)
local x, y;
local progress = elapsed/duration;
x = progress * xDist;
-- progress 0 to 1
-- at progress 0, y = yStart
-- at progress 0.5 y = yTop
-- at progress 1 y = yBottom
-- -0.25a + .5b + yStart = yTop
-- -a + b + yStart = yBottom
-- -0.25a + .5b + yStart = yTop
-- .5b + yStart - yTop = 0.25a
-- 2b + 4yStart - 4yTop = a
-- -(2b + 4yStart - 4yTop) + b + yStart = yBottom
-- -2b - 4yStart + 4yTop + b + yStart = yBottom
-- -b - 3yStart + 4yTop = yBottom
-- -3yStart + 4yTop - yBottom = b
-- 2(-3yStart + 4yTop - yBottom) + 4yStart - 4yTop = a
-- -6yStart + 8yTop - 2yBottom + 4yStart - 4yTop = a
-- -2yStart + 4yTop - 2yBottom = a
-- -3yStart + 4yTop - yBottom = b
-- -2yStart + 4yTop - 2yBottom = a
local a = -2 * yStart + 4 * yTop - 2 * yBottom;
local b = -3 * yStart + 4 * yTop - yBottom;
y = -a * math.pow(progress, 2) + b * progress + yStart;
return x, y;
end
local function powSizing(elapsed, duration, start, middle, finish)
local size = finish;
if (elapsed < duration) then
if (elapsed/duration < 0.5) then
size = LibEasing.OutQuint(elapsed, start, middle - start, duration/2);
else
size = LibEasing.InQuint(elapsed - elapsed/2, middle, finish - middle, duration/2);
end
end
return size;
end
local function AnimationOnUpdate()
if (next(animating)) then
-- setNameplateFrameLevels();
for fontString, _ in pairs(animating) do
local elapsed = GetTime() - fontString.animatingStartTime;
if (elapsed > fontString.animatingDuration) then
-- the animation is over
recycleFontString(fontString);
else
local isTarget = UnitIsUnit(fontString.unit, "target");
-- frame level
if (fontString.frameLevel) then
if (isTarget) then
if (fontString:GetParent() ~= targetFrames[fontString.frameLevel]) then
fontString:SetParent(targetFrames[fontString.frameLevel])
end
else
if (fontString:GetParent() ~= offTargetFrames[fontString.frameLevel]) then
fontString:SetParent(offTargetFrames[fontString.frameLevel])
end
end
end
-- alpha
local startAlpha = NameplateSCT.db.global.formatting.alpha;
if (NameplateSCT.db.global.useOffTarget and not isTarget) then
startAlpha = NameplateSCT.db.global.offTargetFormatting.alpha;
end
local alpha = LibEasing.InExpo(elapsed, startAlpha, -startAlpha, fontString.animatingDuration);
fontString:SetAlpha(alpha);
-- sizing
if (fontString.pow) then
if (elapsed < fontString.animatingDuration/6) then
fontString:SetText(fontString.NSCTTextWithoutIcons);
local size = powSizing(elapsed, fontString.animatingDuration/6, fontString.startHeight/2, fontString.startHeight*2, fontString.startHeight);
fontString:SetTextHeight(size);
else
fontString.pow = nil;
fontString:SetTextHeight(fontString.startHeight);
fontString:SetFont(getFontPath(NameplateSCT.db.global.font), fontString.NSCTFontSize, "OUTLINE");
fontString:SetText(fontString.NSCTText);
end
end
-- position
local xOffset, yOffset = 0, 0;
if (fontString.animation == "verticalUp") then
xOffset, yOffset = verticalPath(elapsed, fontString.animatingDuration, fontString.distance);
elseif (fontString.animation == "verticalDown") then
xOffset, yOffset = verticalPath(elapsed, fontString.animatingDuration, -fontString.distance);
elseif (fontString.animation == "fountain") then
xOffset, yOffset = arcPath(elapsed, fontString.animatingDuration, fontString.arcXDist, 0, fontString.arcTop, fontString.arcBottom);
elseif (fontString.animation == "rainfall") then
_, yOffset = verticalPath(elapsed, fontString.animatingDuration, -fontString.distance);
xOffset = fontString.rainfallX;
yOffset = yOffset + fontString.rainfallStartY;
-- elseif (fontString.animation == "shake") then
-- TODO
end
if (not UnitIsDead(fontString.unit) and fontString.anchorFrame and fontString.anchorFrame:IsShown()) then
fontString:SetPoint("CENTER", fontString.anchorFrame, "CENTER", NameplateSCT.db.global.xOffset + xOffset, NameplateSCT.db.global.yOffset + yOffset);
-- remember the last position of the nameplate
local x, y = fontString:GetCenter();
guidNameplatePositionX[fontString.guid] = x - (NameplateSCT.db.global.xOffset + xOffset);
guidNameplatePositionY[fontString.guid] = y - (NameplateSCT.db.global.yOffset + yOffset);
elseif (guidNameplatePositionX[fontString.guid] and guidNameplatePositionY[fontString.guid]) then
fontString.anchorFrame = nil;
fontString:ClearAllPoints();
fontString:SetPoint("CENTER", UIParent, "BOTTOMLEFT", guidNameplatePositionX[fontString.guid] + NameplateSCT.db.global.xOffset + xOffset, guidNameplatePositionY[fontString.guid] + NameplateSCT.db.global.yOffset + yOffset);
else
recycleFontString(fontString);
end
end
end
else
-- nothing in the animation list, so just kill the onupdate
NameplateSCT.frame:SetScript("OnUpdate", nil);
end
end
-- NameplateSCT.AnimationOnUpdate = AnimationOnUpdate;
local arcDirection = 1;
function NameplateSCT:Animate(fontString, anchorFrame, duration, animation)
animation = animation or "verticalUp";
fontString.animation = animation;
fontString.animatingDuration = duration;
fontString.animatingStartTime = GetTime();
fontString.anchorFrame = anchorFrame;
if (animation == "verticalUp") then
fontString.distance = ANIMATION_VERTICAL_DISTANCE;
elseif (animation == "verticalDown") then
fontString.distance = ANIMATION_VERTICAL_DISTANCE;
elseif (animation == "fountain") then
fontString.arcTop = math.random(ANIMATION_ARC_Y_TOP_MIN, ANIMATION_ARC_Y_TOP_MAX);
fontString.arcBottom = -math.random(ANIMATION_ARC_Y_BOTTOM_MIN, ANIMATION_ARC_Y_BOTTOM_MAX);
fontString.arcXDist = arcDirection * math.random(ANIMATION_ARC_X_MIN, ANIMATION_ARC_X_MAX);
arcDirection = arcDirection * -1;
elseif (animation == "rainfall") then
fontString.distance = math.random(ANIMATION_RAINFALL_Y_MIN, ANIMATION_RAINFALL_Y_MAX);
fontString.rainfallX = math.random(-ANIMATION_RAINFALL_X_MAX, ANIMATION_RAINFALL_X_MAX);
fontString.rainfallStartY = -math.random(ANIMATION_RAINFALL_Y_START_MIN, ANIMATION_RAINFALL_Y_START_MAX);
-- elseif (animation == "shake") then
-- fontString.deflection = ANIMATION_SHAKE_DEFLECTION;
-- fontString.numShakes = ANIMATION_SHAKE_NUM_SHAKES;
end
animating[fontString] = true;
-- start onupdate if it's not already running
if (NameplateSCT.frame:GetScript("OnUpdate") == nil) then
NameplateSCT.frame:SetScript("OnUpdate", AnimationOnUpdate);
end
end
------------
-- EVENTS --
------------
local guidDeletion = {};
local function scheduleGUIDNameplatePositionWipe(guid)
local deleteGUIDLocation = function()
guidNameplatePositionX[guid] = nil;
guidNameplatePositionY[guid] = nil;
end
guidDeletion[guid] = C_Timer.NewTimer(1, deleteGUIDLocation);
end
function NameplateSCT:NAME_PLATE_UNIT_ADDED(event, unitID)
local guid = UnitGUID(unitID);
unitToGuid[unitID] = guid;
guidToUnit[guid] = unitID;
if (guidDeletion[guid]) then
guidDeletion[guid]:Cancel();
end
guidNameplatePositionX[guid] = nil;
guidNameplatePositionY[guid] = nil;
startSavingNameplatePositions();
end
function NameplateSCT:NAME_PLATE_UNIT_REMOVED(event, unitID)
local guid = unitToGuid[unitID];
unitToGuid[unitID] = nil;
guidToUnit[guid] = nil;
scheduleGUIDNameplatePositionWipe(guid);
-- stop saving positions if there are no nameplates
if (not next(guidToUnit)) then
stopSavingNameplatePositions();
end
end
function NameplateSCT:COMBAT_LOG_EVENT_UNFILTERED(event, time, cle, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags, ...)
-- only use player events (or their pet/guardian)
if ((playerGUID == sourceGUID)
or (((bit.band(sourceFlags, COMBATLOG_OBJECT_TYPE_GUARDIAN) > 0) or (bit.band(sourceFlags, COMBATLOG_OBJECT_TYPE_PET) > 0)) and bit.band(sourceFlags, COMBATLOG_OBJECT_AFFILIATION_MINE) > 0)) then
local destUnit = guidToUnit[destGUID];
if (destUnit) then
if (string.find(cle, "_DAMAGE")) then
local spellID, spellName, spellSchool, amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing, isOffHand;
if (string.find(cle, "SWING")) then
spellName, amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing, isOffHand = "melee", ...;
else
spellID, spellName, spellSchool, amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing, isOffHand = ...;
end
self:DamageEvent(destGUID, spellID, amount, school, critical);
elseif(string.find(cle, "_MISSED")) then
local spellID, spellName, spellSchool, missType, isOffHand, amountMissed;
if (string.find(cle, "SWING")) then
missType, isOffHand, amountMissed = "melee", ...;
else
spellID, spellName, spellSchool, missType, isOffHand, amountMissed = ...;
end
self:MissEvent(destGUID, spellID, missType);
end
end
end
end
-------------
-- DISPLAY --
-------------
local function commaSeperate(number)
-- https://stackoverflow.com/questions/10989788/lua-format-integer
local _, _, minus, int, fraction = tostring(number):find('([-]?)(%d+)([.]?%d*)');
int = int:reverse():gsub("(%d%d%d)", "%1,");
return minus..int:reverse():gsub("^,", "")..fraction;
end
local numDamageEvents = 0;
local lastDamageEventTime;
local runningAverageDamageEvents = 0;
function NameplateSCT:DamageEvent(guid, spellID, amount, school, crit)
local text, textWithoutIcons, animation, pow, size, icon, alpha;
local frameLevel = FRAME_LEVEL_ABOVE;
local autoattack = not spellID;
-- select an animation
if (autoattack and crit) then
animation = self.db.global.animations.autoattackcrit;
elseif (autoattack and not crit) then
animation = self.db.global.animations.autoattack;
elseif (not autoattack and crit) then
animation = self.db.global.animations.crit;
elseif (not autoattack and not crit) then
animation = self.db.global.animations.ability;
else
print("woops");
end
-- skip if this damage event is disabled
if (animation == "disabled") then
return;
end;
local unit = guidToUnit[guid];
local isTarget = unit and UnitIsUnit(unit, "target");
if (self.db.global.useOffTarget and not isTarget) then
size = self.db.global.offTargetFormatting.size;
icon = self.db.global.offTargetFormatting.icon;
alpha = self.db.global.offTargetFormatting.alpha;
else
size = self.db.global.formatting.size;
icon = self.db.global.formatting.icon;
alpha = self.db.global.formatting.alpha;
end
-- modify for crit
if (crit) then
frameLevel = FRAME_LEVEL_OVERLAY;
pow = true;
else
frameLevel = FRAME_LEVEL_ABOVE;
pow = false;
end
if (icon ~= "only") then
-- truncate
if (self.db.global.truncate and amount >= 1000000 and self.db.global.truncateLetter) then
text = string.format("%.1fM", amount / 1000000);
elseif (self.db.global.truncate and amount >= 1000) then
text = string.format("%.0f", amount / 1000);
if (self.db.global.truncateLetter) then
text = text.."k";
end
else
if (self.db.global.commaSeperate) then
text = commaSeperate(amount);
else
text = tostring(amount);
end
end
-- color text
if (spellID == nil) then
-- is auto attack, use white text
text = "|Cff".."FFFFFF"..text.."|r";
elseif (self.db.global.damageColor and school and DAMAGE_TYPE_COLORS[school]) then
text = "|Cff"..DAMAGE_TYPE_COLORS[school]..text.."|r";
else
text = "|Cff"..self.db.global.defaultColor..text.."|r";
end
-- add icons
textWithoutIcons = text;
if (icon ~= "none" and spellID) then
local iconText = "|T"..GetSpellTexture(spellID)..":0|t";
if (icon == "both") then
text = iconText..text..iconText;
elseif (icon == "left") then
text = iconText..text;
elseif (icon == "right") then
text = text..iconText;
end
end
else
-- showing only icons
if (not spellID) then
return;
end
text = "|T"..GetSpellTexture(spellID)..":0|t";
textWithoutIcons = text; -- since the icon is by itself, the fontString won't have the strange scaling bug
end
-- shrink small hits
if (self.db.global.sizing.smallHits or self.db.global.sizing.smallHitsHide) then
if (not lastDamageEventTime or (lastDamageEventTime + SMALL_HIT_EXPIRY_WINDOW < GetTime())) then
numDamageEvents = 0;
runningAverageDamageEvents = 0;
end
runningAverageDamageEvents = ((runningAverageDamageEvents*numDamageEvents) + amount)/(numDamageEvents + 1);
numDamageEvents = numDamageEvents + 1;
lastDamageEventTime = GetTime();
if ((not crit and amount < SMALL_HIT_MULTIPIER*runningAverageDamageEvents)
or (crit and amount/2 < SMALL_HIT_MULTIPIER*runningAverageDamageEvents)) then
if (self.db.global.sizing.smallHitsHide) then
-- skip this damage event, it's too small
return;
else
size = size * self.db.global.sizing.smallHitsScale;
end
end
end
-- embiggen crit's size
if (self.db.global.sizing.crits and crit) then
if (autoattack and not self.db.global.sizing.autoattackcritsizing) then
-- don't embiggen autoattacks
pow = false;
else
size = size * self.db.global.sizing.critsScale;
end
end
-- make sure that size is larger than 5
if (size < 5) then
size = 5;
end
self:DisplayText(guid, text, textWithoutIcons, size, animation, frameLevel, pow);
end
function NameplateSCT:MissEvent(guid, spellID, missType)
local text, animation, pow, size, icon, alpha;
local unit = guidToUnit[guid];
local isTarget = unit and UnitIsUnit(unit, "target");
if (self.db.global.useOffTarget and not isTarget) then
size = self.db.global.offTargetFormatting.size;
icon = self.db.global.offTargetFormatting.icon;
alpha = self.db.global.offTargetFormatting.alpha;
else
size = self.db.global.formatting.size;
icon = self.db.global.formatting.icon;
alpha = self.db.global.formatting.alpha;
end
if (icon == "only") then
return;
end
animation = self.db.global.animations.miss;
pow = true;
text = MISS_EVENT_STRINGS[missType] or "Missed";
text = "|Cff"..self.db.global.defaultColor..text.."|r";
-- add icons
local textWithoutIcons = text;
if (icon ~= "none" and spellID) then
local iconText = "|T"..GetSpellTexture(spellID)..":0|t";
if (icon == "both") then
text = iconText..text..iconText;
elseif (icon == "left") then
text = iconText..text;
elseif (icon == "right") then
text = text..iconText;
end
end
self:DisplayText(guid, text, textWithoutIcons, size, animation, FRAME_LEVEL_ABOVE, pow)
end
function NameplateSCT:DisplayText(guid, text, textWithoutIcons, size, animation, frameLevel, pow)
local fontString;
local unit = guidToUnit[guid];
local nameplate;
if (unit) then
nameplate = C_NamePlate.GetNamePlateForUnit(unit);
end
-- if there isn't an anchor frame, make sure that there is a guidNameplatePosition cache entry
if (not nameplate and not (guidNameplatePositionX[guid] and guidNameplatePositionY[guid])) then
return;
end
fontString = getFontString();
fontString.NSCTText = text;
fontString.NSCTTextWithoutIcons = textWithoutIcons;
fontString:SetText(fontString.NSCTText);
fontString.NSCTFontSize = size;
fontString:SetFont(getFontPath(NameplateSCT.db.global.font), fontString.NSCTFontSize, "OUTLINE");
fontString.startHeight = fontString:GetStringHeight();
fontString.pow = pow;
fontString.frameLevel = frameLevel;
if (fontString.startHeight <= 0) then
fontString.startHeight = 5;
end
fontString.unit = unit;
fontString.guid = guid;
-- if there is no nameplate,
self:Animate(fontString, nameplate, ANIMATION_LENGTH, animation);
end
-------------
-- OPTIONS --
-------------
local function rgbToHex(r, g, b)
return string.format("%02x%02x%02x", math.floor(255 * r), math.floor(255 * g), math.floor(255 * b));
end
local function hexToRGB(hex)
return tonumber(hex:sub(1,2), 16)/255, tonumber(hex:sub(3,4), 16)/255, tonumber(hex:sub(5,6), 16)/255, 1;
end
local iconValues = {
["none"] = "No Icons",
["left"] = "Left Side",
["right"] = "Right Side",
["both"] = "Both Sides",
["only"] = "Icons Only (No Text)",
};
local animationValues = {
-- ["shake"] = "Shake",
["verticalUp"] = "Vertical Up",
["verticalDown"] = "Vertical Down",
["fountain"] = "Fountain",
["rainfall"] = "Rainfall",
["disabled"] = "Disabled",
};
local menu = {
name = "NameplateSCT",
handler = NameplateSCT,
type = 'group',
args = {
enable = {
type = 'toggle',
name = "Enable",
desc = "If the addon is enabled.",
get = "IsEnabled",
set = function(_, newValue) if (not newValue) then NameplateSCT:Disable(); else NameplateSCT:Enable(); end end,
order = 1,
width = "half",
},
disableBlizzardFCT = {
type = 'toggle',
name = "Disable Blizzard FCT",
desc = "",
get = function(_, newValue) return GetCVar("floatingCombatTextCombatDamage") == "0" end,
set = function(_, newValue)
if (newValue) then
SetCVar("floatingCombatTextCombatDamage", "0");
else
SetCVar("floatingCombatTextCombatDamage", "1");
end
end,
order = 2,
},
animations = {
type = 'group',
name = "Animations",
order = 30,
inline = true,
disabled = function() return not NameplateSCT.db.global.enabled; end;
args = {
ability = {
type = 'select',
name = "Abilities",
desc = "",
get = function() return NameplateSCT.db.global.animations.ability; end,
set = function(_, newValue) NameplateSCT.db.global.animations.ability = newValue; end,
values = animationValues,
order = 1,
},
crit = {
type = 'select',
name = "Critical",
desc = "",
get = function() return NameplateSCT.db.global.animations.crit; end,
set = function(_, newValue) NameplateSCT.db.global.animations.crit = newValue; end,
values = animationValues,
order = 2,
},
miss = {
type = 'select',
name = "Miss/Parry/Dodge/etc",
desc = "",
get = function() return NameplateSCT.db.global.animations.miss; end,
set = function(_, newValue) NameplateSCT.db.global.animations.miss = newValue; end,
values = animationValues,
order = 3,
},
autoattack = {
type = 'select',
name = "Auto Attacks",
desc = "",
get = function() return NameplateSCT.db.global.animations.autoattack; end,
set = function(_, newValue) NameplateSCT.db.global.animations.autoattack = newValue; end,
values = animationValues,
order = 4,
},
autoattackcrit = {
type = 'select',
name = "Critical",
desc = "Auto attacks that are critical hits",
get = function() return NameplateSCT.db.global.animations.autoattackcrit; end,
set = function(_, newValue) NameplateSCT.db.global.animations.autoattackcrit = newValue; end,
values = animationValues,
order = 5,
},
autoattackcritsizing = {
type = 'toggle',
name = "Embiggen Crits",
desc = "Embiggen critical auto attacks",
get = function() return NameplateSCT.db.global.sizing.autoattackcritsizing; end,
set = function(_, newValue) NameplateSCT.db.global.sizing.autoattackcritsizing = newValue; end,
order = 6,
},
},
},
appearance = {
type = 'group',
name = "Appearance/Offsets",
order = 50,
inline = true,
disabled = function() return not NameplateSCT.db.global.enabled; end;
args = {
font = {
type = "select",
dialogControl = "LSM30_Font",
name = "Font",
order = 1,
values = AceGUIWidgetLSMlists.font,
get = function() return NameplateSCT.db.global.font; end,
set = function(_, newValue) NameplateSCT.db.global.font = newValue; end,
},
damageColor = {
type = 'toggle',
name = "Use Damage Type Color",
desc = "",
get = function() return NameplateSCT.db.global.damageColor; end,
set = function(_, newValue) NameplateSCT.db.global.damageColor = newValue; end,
order = 2,
},