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5 commits
v3.3.0-coa
...
master
| Author | SHA1 | Date | |
|---|---|---|---|
| 2aad7af12d | |||
| 4d2ef28ad0 | |||
| 319bd05930 | |||
| 2d9e9329db | |||
| d241fd1b5e |
8 changed files with 117 additions and 11 deletions
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@ -37,10 +37,14 @@ jobs:
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RID=$(curl -sf -X POST -H "Authorization: token $GITEA_TOKEN" \
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-H "Content-Type: application/json" \
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"$API/repos/$REPO/releases" \
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-d "$(jq -nc --arg t "$TAG" '{tag_name:$t,name:$t,draft:false,prerelease:false}')" \
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-d "$(jq -nc --arg t "$TAG" '{tag_name:$t,name:$t,draft:false,prerelease:false,hide_archive_links:true}')" \
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| jq -r '.id')
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fi
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echo "release id: $RID"
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# Gitea honors hide_archive_links only on edit, not create — PATCH it
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# so the auto-generated Source Code (zip/tar.gz) links stay hidden.
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curl -sf -X PATCH -H "Authorization: token $GITEA_TOKEN" -H "Content-Type: application/json" \
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"$API/repos/$REPO/releases/$RID" -d '{"hide_archive_links":true}' >/dev/null || true
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# Upload every dist/*.zip. Per-asset failures don't fail the job —
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# we want partial releases to still publish rather than block the
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# whole pipeline on one big file.
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@ -2029,14 +2029,14 @@ local function loadUnitOptions()
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},
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sep2 = {order = 1.75, type = "description", name = "", hidden = function(info)
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local moduleKey = info[#(info) - 1]
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return ( moduleKey ~= "healthBar" and moduleKey ~= "powerBar" and moduleKey ~= "druidBar" ) or not ShadowUF.db.profile.advanced
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return ( moduleKey ~= "healthBar" and moduleKey ~= "powerBar" and moduleKey ~= "druidBar" and moduleKey ~= "necromancerBar" ) or not ShadowUF.db.profile.advanced
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end},
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invert = {
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order = 2,
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type = "toggle",
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name = L["Invert colors"],
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desc = L["Flips coloring so the bar color is shown as the background color and the background as the bar"],
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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,
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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,
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arg = "$parent.invert",
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},
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order = {
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@ -2997,6 +2997,14 @@ local function loadUnitOptions()
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hidden = hideRestrictedOption,
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arg = "druidBar.enabled",
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},
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necromancerBar = {
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order = 1.5,
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type = "toggle",
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name = string.format(L["Enable %s"], L["Necromancer mana bar"]),
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desc = L["Adds a second power bar to the player frame showing your mana and runic power at the same time."],
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hidden = hideRestrictedOption,
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arg = "necromancerBar.enabled",
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},
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xpBar = {
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order = 2,
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type = "toggle",
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@ -3760,14 +3768,17 @@ local function loadFilterOptions()
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add = {
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order = 0,
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type = "input",
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name = L["Aura name"],
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name = L["Aura name or spell ID"],
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desc = L["Enter an exact aura name, or a numeric spell ID for precise matching (CoA's client exposes aura spell IDs)."],
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--dialogControl = "Aura_EditBox",
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hidden = false,
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set = function(info, value)
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local filterType = info[#(info) - 3]
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local filter = filterMap[info[#(info) - 2]]
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ShadowUF.db.profile.filters[filterType][filter][value] = true
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-- A purely-numeric entry is stored as a number so it matches the
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-- spellId returned by UnitAura; anything else stays a name string.
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ShadowUF.db.profile.filters[filterType][filter][tonumber(value) or value] = true
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reloadUnitAuras()
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rebuildFilters()
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@ -3846,7 +3857,15 @@ local function loadFilterOptions()
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-- on the other hand we can't set width to "normal" so tricking it
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width = "",
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fontSize = "medium",
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name = function(info) return spellMap[info[#(info)]] end,
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name = function(info)
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local entry = spellMap[info[#(info)]]
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-- Numeric entries are spell IDs; show "Name (ID)" when the client can resolve it.
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if( type(entry) == "number" ) then
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local spellName = GetSpellInfo(entry)
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return spellName and string.format("%s (%d)", spellName, entry) or tostring(entry)
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end
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return entry
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end,
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}
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local spellRow = {
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@ -243,6 +243,11 @@ function ShadowUF:LoadUnitDefaults()
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self.defaults.profile.units.player.runeBar = {enabled = false}
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self.defaults.profile.units.player.totemBar = {enabled = false}
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self.defaults.profile.units.player.druidBar = {enabled = false}
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-- Carry the layout (height/order/background) in the defaults, not only in the
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-- defaultlayout merge: that merge only runs on profile reset, so a bar added to
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-- an existing profile would otherwise have a nil height and crash
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-- Layout:PositionWidgets ("attempt to compare number with nil" in layout.lua).
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self.defaults.profile.units.player.necromancerBar = {enabled = false, height = 0.40, order = 26, background = true}
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self.defaults.profile.units.player.xpBar = {enabled = false}
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self.defaults.profile.units.player.fader = {enabled = false, combatAlpha = 1.0, inactiveAlpha = 0.60}
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self.defaults.profile.units.player.indicators.lfdRole = {enabled = true, size = 0, x = 0, y = 0}
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@ -2,7 +2,7 @@
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## Title: Shadowed Unit Frames
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## Notes: An apple a day keeps the raptor away, or so they say
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## Author: Shadowed
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## Version: v3.3.0-coa.2
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## Version: v3.3.0-coa.7
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## SavedVariables: ShadowedUFDB
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## OptionalDeps: Ace3, LibSharedMedia-3.0, LibHealComm-4.0, AceGUI-3.0-SharedMediaWidgets
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## X-Curse-Packaged-Version: v3.2.12
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@ -51,5 +51,6 @@ modules\incheal.lua
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modules\range.lua
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modules\empty.lua
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modules\druid.lua
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modules\necromancer.lua
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CoAClassColors.lua
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@ -48,6 +48,8 @@ L["Ascending"] = "Ascending"
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L["Aura border style"] = "Aura border style"
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L["Aura filters"] = "Aura filters"
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L["Aura name"] = "Aura name"
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L["Aura name or spell ID"] = "Aura name or spell ID"
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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)."
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L["Auras"] = "Auras"
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L["Aura types to filter"] = "Aura types to filter"
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L["B"] = "B"
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@ -190,6 +192,8 @@ L["Down"] = "Down"
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L["Druid form"] = "Druid form"
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L["Druid form (Short)"] = "Druid form (Short)"
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L["Druid mana bar"] = "Druid mana bar"
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L["Necromancer mana bar"] = "Necromancer mana bar"
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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."
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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."
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L["Dungeon role"] = "Dungeon role"
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L["Edge size"] = "Edge size"
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@ -531,10 +531,12 @@ local function scan(parent, frame, type, config, filter)
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local index = 0
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while( true ) do
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index = index + 1
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local name, rank, texture, count, auraType, duration, endTime, caster, isStealable = UnitAura(frame.parent.unit, index, filter)
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-- CoA's 3.3.5 client returns spellId as the 11th value (stock 3.3.5a stops at 10),
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-- which lets the whitelist/blacklist match by ID as well as by name.
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local name, rank, texture, count, auraType, duration, endTime, caster, isStealable, _, spellId = UnitAura(frame.parent.unit, index, filter)
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if( not name ) then break end
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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
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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
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-- Create any buttons we need
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frame.totalAuras = frame.totalAuras + 1
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if( #(frame.buttons) < frame.totalAuras ) then
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@ -214,6 +214,7 @@ function ShadowUF:LoadDefaultLayout(useMerge)
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healthBar = {background = true, colorType = "class", reactionType = "npc", height = 1.20, order = 10},
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powerBar = {background = true, height = 1.0, order = 20},
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druidBar = {background = true, height = 0.40, order = 25},
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necromancerBar = {background = true, height = 0.40, order = 26},
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xpBar = {background = true, height = 0.25, order = 55},
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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}},
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runeBar = {background = false, height = 0.40, order = 70},
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70
ShadowedUnitFrames/modules/necromancer.lua
Normal file
70
ShadowedUnitFrames/modules/necromancer.lua
Normal file
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@ -0,0 +1,70 @@
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local Necromancer = {}
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ShadowUF:RegisterModule(Necromancer, "necromancerBar", ShadowUF.L["Necromancer mana bar"], true, "NECROMANCER")
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-- Power type enums (3.3.5): 0 = mana, 6 = runic power.
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local MANA, RUNIC_POWER = 0, 6
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-- The Necromancer juggles mana and runic power. The main power bar shows
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-- whichever is the active power type; this secondary bar shows the other one
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-- so both are visible at once (same idea as the Druid mana bar in forms).
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local function secondaryPower(unit)
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local active = UnitPowerType(unit)
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if( active == RUNIC_POWER ) then return MANA end
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if( active == MANA ) then return RUNIC_POWER end
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return nil
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end
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function Necromancer:OnEnable(frame)
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frame.necromancerBar = frame.necromancerBar or ShadowUF.Units:CreateBar(frame)
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frame:RegisterUnitEvent("UNIT_MAXMANA", self, "Update")
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frame:RegisterUnitEvent("UNIT_MANA", self, "Update")
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frame:RegisterUnitEvent("UNIT_RUNIC_POWER", self, "Update")
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frame:RegisterUnitEvent("UNIT_MAXRUNIC_POWER", self, "Update")
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frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", self, "PowerChanged")
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frame:RegisterUpdateFunc(self, "PowerChanged")
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frame:RegisterUpdateFunc(self, "Update")
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end
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function Necromancer:OnDisable(frame)
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frame:UnregisterAll(self)
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end
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function Necromancer:UpdateColor(frame, power)
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local color = ShadowUF.db.profile.powerColors[power == RUNIC_POWER and "RUNIC_POWER" or "MANA"]
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if( not ShadowUF.db.profile.units[frame.unitType].necromancerBar.invert ) then
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frame.necromancerBar:SetStatusBarColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
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if( not frame.necromancerBar.background.overrideColor ) then
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frame.necromancerBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.backgroundAlpha)
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end
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else
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frame.necromancerBar.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.alpha)
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color = frame.necromancerBar.background.overrideColor or color
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frame.necromancerBar:SetStatusBarColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.backgroundAlpha)
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end
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end
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function Necromancer:OnLayoutApplied(frame)
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if( frame.visibility.necromancerBar ) then
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self:UpdateColor(frame, secondaryPower(frame.unit) or MANA)
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end
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end
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-- Show the bar whenever there is a second power type to display, and recolor it
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-- to match whichever resource that currently is.
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function Necromancer:PowerChanged(frame)
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local power = secondaryPower(frame.unit)
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ShadowUF.Layout:SetBarVisibility(frame, "necromancerBar", power ~= nil)
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if( power ) then
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self:UpdateColor(frame, power)
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end
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end
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function Necromancer:Update(frame)
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local power = secondaryPower(frame.unit) or MANA
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frame.necromancerBar:SetMinMaxValues(0, UnitPowerMax(frame.unit, power))
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frame.necromancerBar:SetValue(UnitIsDeadOrGhost(frame.unit) and 0 or not UnitIsConnected(frame.unit) and 0 or UnitPower(frame.unit, power))
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end
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