Compare commits

..

No commits in common. "master" and "v3.3.0-coa.1" have entirely different histories.

9 changed files with 23 additions and 129 deletions

View file

@ -37,14 +37,10 @@ jobs:
RID=$(curl -sf -X POST -H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: application/json" \
"$API/repos/$REPO/releases" \
-d "$(jq -nc --arg t "$TAG" '{tag_name:$t,name:$t,draft:false,prerelease:false,hide_archive_links:true}')" \
-d "$(jq -nc --arg t "$TAG" '{tag_name:$t,name:$t,draft:false,prerelease:false}')" \
| jq -r '.id')
fi
echo "release id: $RID"
# Gitea honors hide_archive_links only on edit, not create — PATCH it
# so the auto-generated Source Code (zip/tar.gz) links stay hidden.
curl -sf -X PATCH -H "Authorization: token $GITEA_TOKEN" -H "Content-Type: application/json" \
"$API/repos/$REPO/releases/$RID" -d '{"hide_archive_links":true}' >/dev/null || true
# Upload every dist/*.zip. Per-asset failures don't fail the job —
# we want partial releases to still publish rather than block the
# whole pipeline on one big file.

View file

@ -2029,14 +2029,14 @@ local function loadUnitOptions()
},
sep2 = {order = 1.75, type = "description", name = "", hidden = function(info)
local moduleKey = info[#(info) - 1]
return ( moduleKey ~= "healthBar" and moduleKey ~= "powerBar" and moduleKey ~= "druidBar" and moduleKey ~= "necromancerBar" ) or not ShadowUF.db.profile.advanced
return ( moduleKey ~= "healthBar" and moduleKey ~= "powerBar" and moduleKey ~= "druidBar" ) or not ShadowUF.db.profile.advanced
end},
invert = {
order = 2,
type = "toggle",
name = L["Invert colors"],
desc = L["Flips coloring so the bar color is shown as the background color and the background as the bar"],
hidden = function(info) return ( info[#(info) - 1] ~= "healthBar" and info[#(info) - 1] ~= "powerBar" and info[#(info) - 1] ~= "druidBar" and info[#(info) - 1] ~= "necromancerBar" ) or not ShadowUF.db.profile.advanced end,
hidden = function(info) return ( info[#(info) - 1] ~= "healthBar" and info[#(info) - 1] ~= "powerBar" and info[#(info) - 1] ~= "druidBar" ) or not ShadowUF.db.profile.advanced end,
arg = "$parent.invert",
},
order = {
@ -2997,14 +2997,6 @@ local function loadUnitOptions()
hidden = hideRestrictedOption,
arg = "druidBar.enabled",
},
necromancerBar = {
order = 1.5,
type = "toggle",
name = string.format(L["Enable %s"], L["Necromancer mana bar"]),
desc = L["Adds a second power bar to the player frame showing your mana and runic power at the same time."],
hidden = hideRestrictedOption,
arg = "necromancerBar.enabled",
},
xpBar = {
order = 2,
type = "toggle",
@ -3768,17 +3760,14 @@ local function loadFilterOptions()
add = {
order = 0,
type = "input",
name = L["Aura name or spell ID"],
desc = L["Enter an exact aura name, or a numeric spell ID for precise matching (CoA's client exposes aura spell IDs)."],
name = L["Aura name"],
--dialogControl = "Aura_EditBox",
hidden = false,
set = function(info, value)
local filterType = info[#(info) - 3]
local filter = filterMap[info[#(info) - 2]]
-- A purely-numeric entry is stored as a number so it matches the
-- spellId returned by UnitAura; anything else stays a name string.
ShadowUF.db.profile.filters[filterType][filter][tonumber(value) or value] = true
ShadowUF.db.profile.filters[filterType][filter][value] = true
reloadUnitAuras()
rebuildFilters()
@ -3855,17 +3844,9 @@ local function loadFilterOptions()
type = "description",
-- Odd I know, AceConfigDialog-3.0 expands descriptions to full width if width is nil
-- on the other hand we can't set width to "normal" so tricking it
width = "",
width = "",
fontSize = "medium",
name = function(info)
local entry = spellMap[info[#(info)]]
-- Numeric entries are spell IDs; show "Name (ID)" when the client can resolve it.
if( type(entry) == "number" ) then
local spellName = GetSpellInfo(entry)
return spellName and string.format("%s (%d)", spellName, entry) or tostring(entry)
end
return entry
end,
name = function(info) return spellMap[info[#(info)]] end,
}
local spellRow = {

View file

@ -199,7 +199,7 @@ local function Constructor()
button:SetScript("OnKeyDown", Keybinding_OnKeyDown)
button:SetScript("OnMouseDown", Keybinding_OnMouseDown)
button:SetScript("OnMouseWheel", Keybinding_OnMouseWheel)
pcall(button.SetScript, button, "OnGamePadButtonDown", Keybinding_OnKeyDown)
button:SetScript("OnGamePadButtonDown", Keybinding_OnKeyDown)
button:SetPoint("BOTTOMLEFT")
button:SetPoint("BOTTOMRIGHT")
button:SetHeight(24)

View file

@ -243,11 +243,6 @@ function ShadowUF:LoadUnitDefaults()
self.defaults.profile.units.player.runeBar = {enabled = false}
self.defaults.profile.units.player.totemBar = {enabled = false}
self.defaults.profile.units.player.druidBar = {enabled = false}
-- Carry the layout (height/order/background) in the defaults, not only in the
-- defaultlayout merge: that merge only runs on profile reset, so a bar added to
-- an existing profile would otherwise have a nil height and crash
-- Layout:PositionWidgets ("attempt to compare number with nil" in layout.lua).
self.defaults.profile.units.player.necromancerBar = {enabled = false, height = 0.40, order = 26, background = true}
self.defaults.profile.units.player.xpBar = {enabled = false}
self.defaults.profile.units.player.fader = {enabled = false, combatAlpha = 1.0, inactiveAlpha = 0.60}
self.defaults.profile.units.player.indicators.lfdRole = {enabled = true, size = 0, x = 0, y = 0}

View file

@ -2,7 +2,7 @@
## Title: Shadowed Unit Frames
## Notes: An apple a day keeps the raptor away, or so they say
## Author: Shadowed
## Version: v3.3.0-coa.7
## Version: v3.3.0
## SavedVariables: ShadowedUFDB
## OptionalDeps: Ace3, LibSharedMedia-3.0, LibHealComm-4.0, AceGUI-3.0-SharedMediaWidgets
## X-Curse-Packaged-Version: v3.2.12
@ -51,6 +51,5 @@ modules\incheal.lua
modules\range.lua
modules\empty.lua
modules\druid.lua
modules\necromancer.lua
CoAClassColors.lua

View file

@ -48,8 +48,6 @@ L["Ascending"] = "Ascending"
L["Aura border style"] = "Aura border style"
L["Aura filters"] = "Aura filters"
L["Aura name"] = "Aura name"
L["Aura name or spell ID"] = "Aura name or spell ID"
L["Enter an exact aura name, or a numeric spell ID for precise matching (CoA's client exposes aura spell IDs)."] = "Enter an exact aura name, or a numeric spell ID for precise matching (CoA's client exposes aura spell IDs)."
L["Auras"] = "Auras"
L["Aura types to filter"] = "Aura types to filter"
L["B"] = "B"
@ -192,8 +190,6 @@ L["Down"] = "Down"
L["Druid form"] = "Druid form"
L["Druid form (Short)"] = "Druid form (Short)"
L["Druid mana bar"] = "Druid mana bar"
L["Necromancer mana bar"] = "Necromancer mana bar"
L["Adds a second power bar to the player frame showing your mana and runic power at the same time."] = "Adds a second power bar to the player frame showing your mana and runic power at the same time."
L["Due to the nature of fake units, cast bars for %s are not super efficient and can take at most 0.10 seconds to notice a change in cast."] = "Due to the nature of fake units, cast bars for %s are not super efficient and can take at most 0.10 seconds to notice a change in cast."
L["Dungeon role"] = "Dungeon role"
L["Edge size"] = "Edge size"

View file

@ -21,23 +21,23 @@ local COA_CLASS_DISPELS = {
["WITCHHUNTER"] = { Curse = true },
["SUNCLERIC"] = { Magic = true, Disease = true, Poison = true }, -- Sanctify
["WILDWALKER"] = { Disease = true, Poison = true }, -- Primalist (Soothing Touch — DBC says Magic, gameplay is Poison/Disease)
["WITCHDOCTOR"] = { Curse = true, Disease = true, Poison = true }, -- Hexbreak (806240, single-target Curse) + Cleansing Idol (504840, AoE Disease/Poison)
["WITCHDOCTOR"] = { Disease = true, Poison = true }, -- Cleansing Idol (AoE)
["TINKER"] = { Disease = true, Poison = true }, -- Nanobot Cleanser
}
local function getCoaDispels()
if playerCoaDispels ~= nil then return playerCoaDispels end
-- Trust the COA_CLASS_DISPELS table directly: it only contains custom-class
-- tokens, so any token-match implies the player IS a dispelling custom
-- class. Avoids C_Player.IsCustomClass timing/availability issues (the
-- API isn't reliable for every class on every login — Witchdoctor in
-- particular was getting cached as false on raid frames).
local _, token = UnitClass("player")
if not token or token == "" then
-- UnitClass not ready yet (very early init); don't cache — retry on
-- the next scan so we pick it up once in-world.
local cp = _G.C_Player
if not cp or not cp.IsCustomClass then
-- C_Player not yet initialised (called before PLAYER_LOGIN); don't
-- cache — retry on the next scan so we pick it up once in-world.
return nil
end
playerCoaDispels = COA_CLASS_DISPELS[token] or false
if cp:IsCustomClass() then
local _, token = UnitClass("player")
playerCoaDispels = token and COA_CLASS_DISPELS[token] or false
else
playerCoaDispels = false
end
return playerCoaDispels
end
-- Expose for other modules (highlight.lua) so the dispel set stays single-source.
@ -531,12 +531,10 @@ local function scan(parent, frame, type, config, filter)
local index = 0
while( true ) do
index = index + 1
-- CoA's 3.3.5 client returns spellId as the 11th value (stock 3.3.5a stops at 10),
-- which lets the whitelist/blacklist match by ID as well as by name.
local name, rank, texture, count, auraType, duration, endTime, caster, isStealable, _, spellId = UnitAura(frame.parent.unit, index, filter)
local name, rank, texture, count, auraType, duration, endTime, caster, isStealable = UnitAura(frame.parent.unit, index, filter)
if( not name ) then break end
if( ( not coaFilter or (auraType and coaFilter[auraType]) ) and ( not config.player or playerUnits[caster] ) and ( not parent.whitelist[type] and not parent.blacklist[type] or parent.whitelist[type] and ( parent.whitelist[name] or parent.whitelist[spellId] ) or parent.blacklist[type] and not ( parent.blacklist[name] or parent.blacklist[spellId] ) ) ) then
if( ( not coaFilter or (auraType and coaFilter[auraType]) ) and ( not config.player or playerUnits[caster] ) and ( not parent.whitelist[type] and not parent.blacklist[type] or parent.whitelist[type] and parent.whitelist[name] or parent.blacklist[type] and not parent.blacklist[name] ) ) then
-- Create any buttons we need
frame.totalAuras = frame.totalAuras + 1
if( #(frame.buttons) < frame.totalAuras ) then

View file

@ -214,7 +214,6 @@ function ShadowUF:LoadDefaultLayout(useMerge)
healthBar = {background = true, colorType = "class", reactionType = "npc", height = 1.20, order = 10},
powerBar = {background = true, height = 1.0, order = 20},
druidBar = {background = true, height = 0.40, order = 25},
necromancerBar = {background = true, height = 0.40, order = 26},
xpBar = {background = true, height = 0.25, order = 55},
castBar = {background = true, height = 0.60, order = 40, icon = "HIDE", name = {enabled = true, size = 0, anchorTo = "$parent", rank = true, anchorPoint = "CLI", x = 1, y = 0}, time = {enabled = true, size = 0, anchorTo = "$parent", anchorPoint = "CRI", x = -1, y = 0}},
runeBar = {background = false, height = 0.40, order = 70},

View file

@ -1,70 +0,0 @@
local Necromancer = {}
ShadowUF:RegisterModule(Necromancer, "necromancerBar", ShadowUF.L["Necromancer mana bar"], true, "NECROMANCER")
-- Power type enums (3.3.5): 0 = mana, 6 = runic power.
local MANA, RUNIC_POWER = 0, 6
-- The Necromancer juggles mana and runic power. The main power bar shows
-- whichever is the active power type; this secondary bar shows the other one
-- so both are visible at once (same idea as the Druid mana bar in forms).
local function secondaryPower(unit)
local active = UnitPowerType(unit)
if( active == RUNIC_POWER ) then return MANA end
if( active == MANA ) then return RUNIC_POWER end
return nil
end
function Necromancer:OnEnable(frame)
frame.necromancerBar = frame.necromancerBar or ShadowUF.Units:CreateBar(frame)
frame:RegisterUnitEvent("UNIT_MAXMANA", self, "Update")
frame:RegisterUnitEvent("UNIT_MANA", self, "Update")
frame:RegisterUnitEvent("UNIT_RUNIC_POWER", self, "Update")
frame:RegisterUnitEvent("UNIT_MAXRUNIC_POWER", self, "Update")
frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", self, "PowerChanged")
frame:RegisterUpdateFunc(self, "PowerChanged")
frame:RegisterUpdateFunc(self, "Update")
end
function Necromancer:OnDisable(frame)
frame:UnregisterAll(self)
end
function Necromancer:UpdateColor(frame, power)
local color = ShadowUF.db.profile.powerColors[power == RUNIC_POWER and "RUNIC_POWER" or "MANA"]
if( not ShadowUF.db.profile.units[frame.unitType].necromancerBar.invert ) then
frame.necromancerBar:SetStatusBarColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
if( not frame.necromancerBar.background.overrideColor ) then
frame.necromancerBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.backgroundAlpha)
end
else
frame.necromancerBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
color = frame.necromancerBar.background.overrideColor or color
frame.necromancerBar:SetStatusBarColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.backgroundAlpha)
end
end
function Necromancer:OnLayoutApplied(frame)
if( frame.visibility.necromancerBar ) then
self:UpdateColor(frame, secondaryPower(frame.unit) or MANA)
end
end
-- Show the bar whenever there is a second power type to display, and recolor it
-- to match whichever resource that currently is.
function Necromancer:PowerChanged(frame)
local power = secondaryPower(frame.unit)
ShadowUF.Layout:SetBarVisibility(frame, "necromancerBar", power ~= nil)
if( power ) then
self:UpdateColor(frame, power)
end
end
function Necromancer:Update(frame)
local power = secondaryPower(frame.unit) or MANA
frame.necromancerBar:SetMinMaxValues(0, UnitPowerMax(frame.unit, power))
frame.necromancerBar:SetValue(UnitIsDeadOrGhost(frame.unit) and 0 or not UnitIsConnected(frame.unit) and 0 or UnitPower(frame.unit, power))
end