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src/types/trigger.lua
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136
src/types/trigger.lua
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-- Copyright 2023 <omicron.me@protonmail.com>
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--
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-- This file is part of Omicron Frames
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--
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-- Omicron Frames is free software: you can redistribute it and/or modify it
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-- under the terms of the GNU General Public License as published by the Free
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-- Software Foundation, either version 3 of the License, or (at your option)
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-- any later version.
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--
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-- Omicron Frames is distributed in the hope that it will be useful, but
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-- WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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-- or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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-- more details.
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--
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-- You should have received a copy of the GNU General Public License along with
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-- Omicron Frames. If not, see <https://www.gnu.org/licenses/>.
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local omi = select(2, ...)
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local types = omi.GetModule("types")
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types.Trigger = types.CreateClass("Trigger")
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local Trigger = types.Trigger
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-- Constructor for Trigger.
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-- fn:
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-- The callback function that gets called every time this trigger changes
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-- states between active and inactive. Function takes one boolean argument.
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function Trigger:Init(fn)
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self.fn = fn
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end
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-- Returns whether the trigger is active
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function Trigger:IsActive()
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return false
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end
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-- Reset the trigger to the default state. Does run the untrigger callback if
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-- the trigger is active when Reset is called.
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function Trigger:Reset()
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end
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types.AuraTrigger = types.CreateClass("AuraTrigger", Trigger)
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local AuraTrigger = types.AuraTrigger
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-- Constructor for AuraTrigger
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-- fn:
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-- The callback function that gets called every time this trigger changes
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-- states between active and inactive. Function takes one boolean argument.
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--
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-- requiredCount = 1:
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-- The minimum number of conditions that must be met before the trigger
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-- activates. What exactly this means depends on the trigger, examples are
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-- # of matching auras, # of stacks.
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--
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-- invert = false:
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-- If the trigger is inverted it will activate when count < requiredCount.
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-- If the trigger is not inverted it will activate when count >= requiredCount.
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function AuraTrigger:Init(fn, spellId, own, requiredCount, invert)
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Trigger.Init(self, fn)
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self.spellId = spellId
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self.requiredCount = requiredCount or 1
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self.own = own
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self.count = 0
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self.invert = invert or false
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end
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-- Reset the trigger to the default state. Does run the untrigger callback if
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-- the trigger is active when it is called
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function AuraTrigger:Reset()
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local before = self:IsActive()
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self.count = 0
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local after = self:IsActive()
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if before ~= after then
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self.fn(after)
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end
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end
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-- Return true if the aura matches the trigger
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-- aura:
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-- Must be a valid UnitAuraInfo structure.
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function AuraTrigger:IsMatching(aura)
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if aura.spellId ~= aura.spellId then
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return false
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end
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if self.own and aura.sourceUnit ~= "player" then
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return false
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end
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return true
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end
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-- Inform the trigger about an added aura
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-- aura:
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-- Must be a valid UnitAuraInfo
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function AuraTrigger:AddAura(aura)
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if not self:IsMatching(aura) then
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return
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end
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self.count = self.count + 1
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-- Be mindful, this works only if count always changes by 1.
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if self.count == self.requiredCount then
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self.fn(not self.invert)
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end
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end
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-- Inform the trigger about an updated aura
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-- before:
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-- Must be a valid UnitAuraInfo for the aura before the update
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-- after:
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-- Must be a valid UnitAuraInfo for the aura after the update
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function AuraTrigger:UpdateAura(before, after)
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--
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end
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-- Inform the trigger about an aura that got removed
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-- Must be a valid UnitAuraInfo for the aura before it got removed
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function AuraTrigger:RemoveAura(aura)
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if not self:IsMatching(aura) then
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return
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end
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self.count = self.count - 1
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-- Be mindful, this works only if count always changes by 1.
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if self.count == self.requiredCount - 1 then
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self.fn(self.invert)
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end
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end
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-- Returns true if the trigger is active, false otherwise
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function AuraTrigger:IsActive()
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if self.invert then
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return self.count < self.requiredCount
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else
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return self.count >= self.requiredCount
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end
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end
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