Author SHA1 Message Date
Andreas 5823bf839c Add a status bar for incoming heals
This shows a prediction of incoming direct heals.
2026-11-01 16:34:52 +01:00
Andreas 0569c100a1 Make status colors configurable
The aura based status colors can now be configured in frames.lua. This
is important in TBC where some healers don't care about e.g. magic
debuffs.
2026-10-31 11:59:51 +00:00
3 changed files with 116 additions and 24 deletions

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+47
View File
@@ -26,6 +26,8 @@ local colors = {
disease = { 0.4, 0.2, 0.0 }, disease = { 0.4, 0.2, 0.0 },
poison = { 0.0, 0.7, 0.7 }, poison = { 0.0, 0.7, 0.7 },
curse = { 0.7, 0.0, 0.7 }, curse = { 0.7, 0.0, 0.7 },
immune = { 0.0, 0.2, 0.4 },
bomb = { 1.0, 0.7, 0.7 },
red = { 1, 0, 0 }, red = { 1, 0, 0 },
blue = { 0.4, 0.4, 1 }, blue = { 0.4, 0.4, 1 },
light_blue = { 0.7, 0.7, 1 }, light_blue = { 0.7, 0.7, 1 },
@@ -833,6 +835,51 @@ local function TriggerConfig()
return triggers return triggers
end end
local function StatusColorClassConfig()
local _, class = UnitClass("player")
if class == "DRUID" then
return {
{ status = "Curse", color = colors.curse },
{ status = "Poison", color = colors.poison },
}
elseif class == "MAGE" then
return {
{ status = "Curse", color = colors.curse },
}
elseif class == "PALADIN" then
return {
{ status = "Magic", color = colors.magic },
{ status = "Poison", color = colors.poison },
{ status = "Disease", color = colors.disease },
}
elseif class == "PRIEST" then
return {
{ status = "Magic", color = colors.magic },
{ status = "Disease", color = colors.disease },
}
elseif class == "SHAMAN" then
return {
{ status = "Poison", color = colors.poison },
{ status = "Disease", color = colors.disease },
}
end
return {}
end
local function StatusColorConfig()
local statusColors = {
{ status = "Immune", color = colors.immune },
{ status = "Bomb", color = colors.bomb },
}
for _, entry in ipairs(StatusColorClassConfig()) do
table.insert(statusColors, entry)
end
return statusColors
end
local types = omif.GetModule("types") local types = omif.GetModule("types")
local UnitFrame = types.UnitFrame local UnitFrame = types.UnitFrame
local UnitGroup = types.UnitGroup local UnitGroup = types.UnitGroup
+14
View File
@@ -90,3 +90,17 @@ function StatusBar:SetColor(r, g, b)
self.bg:SetVertexColor(0.2 * r, 0.2 * g, 0.2 * b) self.bg:SetVertexColor(0.2 * r, 0.2 * g, 0.2 * b)
end end
end end
function StatusBar:SetAlpha(alpha)
self.bar:SetAlpha(alpha)
end
function StatusBar:GetColor()
local r, g, b = self.bar:GetStatusBarColor()
return r, g, b
end
function StatusBar:AttachTo(statusBar, point, relativePoint)
self.bar:ClearAllPoints()
self.bar:SetPoint(point, statusBar.bar:GetStatusBarTexture(), relativePoint)
end
+55 -24
View File
@@ -50,12 +50,6 @@ local colors = {
low = { 1.0, 0.0, 0 }, low = { 1.0, 0.0, 0 },
offline = { 0.7, 0.7, 0.7 }, offline = { 0.7, 0.7, 0.7 },
dead = { 0.7, 0.7, 0.7 }, dead = { 0.7, 0.7, 0.7 },
magic = { 0.4, 0.4, 1.0 },
disease = { 0.4, 0.2, 0.0 },
poison = { 0.0, 0.7, 0.7 },
curse = { 0.7, 0.0, 0.7 },
immune = { 0.0, 0.2, 0.4 },
bomb = { 1.0, 0.7, 0.7 },
cyan = { 0.0, 0.8, 0.8 }, cyan = { 0.0, 0.8, 0.8 },
white = { 1.0, 1.0, 1.0 }, white = { 1.0, 1.0, 1.0 },
shield = { 0.85, 0.95, 1.0 }, shield = { 0.85, 0.95, 1.0 },
@@ -90,6 +84,8 @@ function UnitFrame:Init(unit, config)
self.rangeEnemy = config.range.enemy self.rangeEnemy = config.range.enemy
self.rangeFade = config.range.fade self.rangeFade = config.range.fade
self.statusColors = config.statusColors
local secure = self:CreateSecureFrame(width, height) local secure = self:CreateSecureFrame(width, height)
secure:Hide() secure:Hide()
@@ -101,14 +97,18 @@ function UnitFrame:Init(unit, config)
self.hp = StatusBar:new(self, width, height, 0, true, texture, texture) self.hp = StatusBar:new(self, width, height, 0, true, texture, texture)
self.power = StatusBar:new(self, width, 6, 2, false, texture, texture) self.power = StatusBar:new(self, width, 6, 3, false, texture, texture)
self.power:Hide() self.power:Hide()
self.absorb = StatusBar:new(self, width, height, 1, true, texture_top) self.incomingHeals = StatusBar:new(self, width, height, 1, true, texture)
self.incomingHeals:AttachTo(self.hp, "TOPLEFT", "TOPRIGHT")
self.incomingHeals:Hide()
self.absorb = StatusBar:new(self, width, height, 2, true, texture_top)
self.absorb:SetColor(unpack(colors.absorb)) self.absorb:SetColor(unpack(colors.absorb))
self.absorb:SetFillStyle(Enum.StatusBarFillStyle.Reverse) self.absorb:SetFillStyle(Enum.StatusBarFillStyle.Reverse)
self.shield = StatusBar:new(self, width, height, 1, true, texture_bot) self.shield = StatusBar:new(self, width, height, 2, true, texture_bot)
self.shield:SetColor(unpack(colors.shield)) self.shield:SetColor(unpack(colors.shield))
self.shield:SetRange(0, 1) self.shield:SetRange(0, 1)
self.shield:SetValue(0.6) self.shield:SetValue(0.6)
@@ -448,6 +448,7 @@ function UnitFrame:RegisterEvents()
secure:RegisterUnitEvent("UNIT_NAME_UPDATE", unit) secure:RegisterUnitEvent("UNIT_NAME_UPDATE", unit)
secure:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", unit) secure:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", unit)
secure:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", unit) secure:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", unit)
secure:RegisterUnitEvent("UNIT_HEAL_PREDICTION", unit)
end end
-- returns whether or not the unit guid has changed since the last call to this -- returns whether or not the unit guid has changed since the last call to this
@@ -508,6 +509,7 @@ function UnitFrame:UNIT_HEALTH()
end end
self:UpdateHealth() self:UpdateHealth()
self:UpdateHealthColor() self:UpdateHealthColor()
self:UpdateIncomingHeals()
end end
function UnitFrame:UNIT_MAXHEALTH() function UnitFrame:UNIT_MAXHEALTH()
@@ -517,6 +519,15 @@ function UnitFrame:UNIT_MAXHEALTH()
end end
self:UpdateHealth() self:UpdateHealth()
self:UpdateHealthColor() self:UpdateHealthColor()
self:UpdateIncomingHeals()
end
function UnitFrame:UNIT_HEAL_PREDICTION()
if self:HasUnitChanged() then
self:UpdateAll(true)
return
end
self:UpdateIncomingHeals()
end end
function UnitFrame:UNIT_TARGET() function UnitFrame:UNIT_TARGET()
@@ -607,6 +618,7 @@ function UnitFrame:UpdateAll(unitChanged)
end end
self:UpdateHealth() self:UpdateHealth()
self:UpdateHealthColor() self:UpdateHealthColor()
self:UpdateIncomingHeals()
self:UpdateAbsorb() self:UpdateAbsorb()
self:UpdateShield() self:UpdateShield()
self:UpdateRange() self:UpdateRange()
@@ -662,23 +674,24 @@ function UnitFrame:UpdateHealthColor()
if not isFriend then if not isFriend then
self.hp:SetColor(unpack(colors.hostile)) self.hp:SetColor(unpack(colors.hostile))
elseif self.auras.statusCount["Immune"] then return
self.hp:SetColor(unpack(colors.immune)) end
elseif self.auras.statusCount["Bomb"] then
self.hp:SetColor(unpack(colors.bomb)) local statusColor = nil
elseif self.auras.statusCount["Magic"] then for _, entry in ipairs(self.statusColors) do
self.hp:SetColor(unpack(colors.magic)) if self.auras.statusCount[entry.status] then
elseif self.auras.statusCount["Curse"] then statusColor = entry.color
self.hp:SetColor(unpack(colors.curse)) break
elseif self.auras.statusCount["Poison"] then end
self.hp:SetColor(unpack(colors.poison)) end
elseif self.auras.statusCount["Disease"] then
self.hp:SetColor(unpack(colors.disease)) if statusColor then
elseif isFriend and UnitIsDead(unit) then self.hp:SetColor(unpack(statusColor))
elseif UnitIsDead(unit) then
self.hp:SetColor(unpack(colors.dead)) self.hp:SetColor(unpack(colors.dead))
elseif isFriend and pct >= 0.90 then elseif pct >= 0.90 then
self.hp:SetColor(unpack(colors.healthy)) self.hp:SetColor(unpack(colors.healthy))
elseif isFriend and pct >= 0.75 then elseif pct >= 0.75 then
local progress = (pct - 0.75) / (0.90 - 0.75) local progress = (pct - 0.75) / (0.90 - 0.75)
self.hp:SetInterpolatedColor(colors.mid, colors.high, progress) self.hp:SetInterpolatedColor(colors.mid, colors.high, progress)
else else
@@ -703,3 +716,21 @@ function UnitFrame:UpdateName()
end end
self.name:SetText(utf8_truncate((UnitName(self.unit)), 5)) self.name:SetText(utf8_truncate((UnitName(self.unit)), 5))
end end
function UnitFrame:UpdateIncomingHeals()
local incoming = UnitGetIncomingHeals(self.unit) or 0
local health = UnitHealth(self.unit)
local maxHealth = UnitHealthMax(self.unit)
incoming = math.min(incoming, maxHealth - health)
if incoming <= 0 then
self.incomingHeals:Hide()
else
local r, g, b = self.hp:GetColor()
self.incomingHeals:SetColor(r, g, b)
self.incomingHeals:SetAlpha(0.4)
self.incomingHeals:SetRange(0, maxHealth)
self.incomingHeals:SetValue(incoming)
self.incomingHeals:Show()
end
end