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Author SHA1 Message Date
2aad7af12d chore: bump toc Version to v3.3.0-coa.7 to match latest release tag 2026-06-10 02:16:14 +02:00
4d2ef28ad0 ci(release): sync release.yml from coa-template
hide_archive_links is only honored by Gitea on release edit, not create —
add the PATCH step after create/lookup so auto-generated source archive
links actually stay hidden (coa-template 90874c5).
2026-06-10 02:11:47 +02:00
319bd05930 fix(necromancer): ship bar layout in defaults so existing profiles don't crash
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The necromancerBar height/order/background only reached a profile via the
defaultlayout merge, which runs on profile reset. Enabling the bar on a
pre-existing profile left height nil, crashing Layout:PositionWidgets
("attempt to compare number with nil" at layout.lua:441). Carry the layout
in the AceDB defaults so it resolves via the defaults metatable for old and
new profiles alike.
2026-06-08 20:42:10 +02:00
2d9e9329db feat(necromancer): add Necromancer mana bar (mana + runic power at once)
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Mirrors the Druid mana bar for the CoA Necromancer (class token
NECROMANCER): the main power bar shows the active power type while a
second bar shows the other one, so mana and runic power are both
visible at the same time. Adaptive — recolors to whichever resource it
is currently showing, so it works regardless of which power CoA treats
as primary. Off by default; toggle under Player bars (auto-hidden for
non-Necromancers).
2026-06-08 18:10:33 +02:00
7 changed files with 95 additions and 4 deletions

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@ -37,10 +37,14 @@ 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:$t,draft:false,prerelease:false}')" \
-d "$(jq -nc --arg t "$TAG" '{tag_name:$t,name:$t,draft:false,prerelease:false,hide_archive_links:true}')" \
| 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.

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@ -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" ) or not ShadowUF.db.profile.advanced
return ( moduleKey ~= "healthBar" and moduleKey ~= "powerBar" and moduleKey ~= "druidBar" and moduleKey ~= "necromancerBar" ) 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" ) 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" and info[#(info) - 1] ~= "necromancerBar" ) or not ShadowUF.db.profile.advanced end,
arg = "$parent.invert",
},
order = {
@ -2997,6 +2997,14 @@ 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",

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@ -243,6 +243,11 @@ 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}

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@ -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.2
## Version: v3.3.0-coa.7
## SavedVariables: ShadowedUFDB
## OptionalDeps: Ace3, LibSharedMedia-3.0, LibHealComm-4.0, AceGUI-3.0-SharedMediaWidgets
## X-Curse-Packaged-Version: v3.2.12
@ -51,5 +51,6 @@ modules\incheal.lua
modules\range.lua
modules\empty.lua
modules\druid.lua
modules\necromancer.lua
CoAClassColors.lua

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@ -192,6 +192,8 @@ 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"

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@ -214,6 +214,7 @@ 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},

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@ -0,0 +1,70 @@
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