vanilla-wow-addons – Rev 1
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-- TODO: flashDuration = -1 to keep running forever? check blizz's code
function TNE_LowHealth_OnLoad()
local health, mana, sound = "UNIT_HEALTH", "UNIT_MANA", "SOUND"
TNE_LowHealth_Version = "2.0"
-- these are the default values
TNE_LowHealth_Default_Enabled = true
TNE_LowHealth_Default_SoundEnabled = true
TNE_LowHealth_Default_HealthEnabled = true
TNE_LowHealth_Default_ManaEnabled = true
TNE_LowHealth_Default_SoundCombatOnly = false
TNE_LowHealth_Default_HealthCombatOnly = false
TNE_LowHealth_Default_ManaCombatOnly = false
TNE_LowHealth_Default_HealthSync = false
TNE_LowHealth_Default_ManaSync = false
TNE_LowHealth_Default_HealthEmote = false
TNE_LowHealth_Default_Thresholds = {
[health] = { [1] = 40, [2] = 20 }, -- regular and critical, in percent
[mana] = { [1] = 40, [2] = 20 },
[sound] = { [1] = 50 },
}
-- set variables to their default values. these will be overriden when variables are loaded
TNE_LowHealth_Enabled = TNE_LowHealth_Default_Enabled
TNE_LowHealth_SoundEnabled = TNE_LowHealth_Default_SoundEnabled
TNE_LowHealth_HealthEnabled = TNE_LowHealth_Default_HealthEnabled
TNE_LowHealth_ManaEnabled = TNE_LowHealth_Default_ManaEnabled
TNE_LowHealth_SoundCombatOnly = TNE_LowHealth_Default_SoundCombatOnly
TNE_LowHealth_HealthCombatOnly = TNE_LowHealth_Default_HealthCombatOnly
TNE_LowHealth_ManaCombatOnly = TNE_LowHealth_Default_ManaCombatOnly
TNE_LowHealth_HealthSync = TNE_LowHealth_Default_HealthSync
TNE_LowHealth_ManaSync = TNE_LowHealth_Default_ManaSync
TNE_LowHealth_HealthEmote = TNE_LowHealth_Default_HealthEmote
TNE_LowHealth_Thresholds = TNE_LowHealth_Default_Thresholds
-- these values keep track of animation
this.states = { [health] = 0, [mana] = 0 }
-- change the blue frame to act as the red one
OutOfControlFrame:ClearAllPoints()
OutOfControlFrame:SetParent("WorldFrame")
OutOfControlFrame:SetAllPoints("WorldFrame")
-- set both frames transparent to avoid onload flashing
LowHealthFrame:SetAlpha(0)
OutOfControlFrame:SetAlpha(0)
-- command line
SlashCmdList["LOWHEALTHWARNINGCMD"] = TNE_LowHealth_CMD
SLASH_LOWHEALTHWARNINGCMD1 = "/lowhealthwarning"
SLASH_LOWHEALTHWARNINGCMD2 = "/lowhealth"
SLASH_LOWHEALTHWARNINGCMD3 = "/lhw"
end
function TNE_LowHealth_ApplySettings(leavingWorld)
-- for compatibility with older versions of saved variables
if (not TNE_LowHealth_Thresholds["SOUND"]) then
TNE_LowHealth_Thresholds["SOUND"] = { [1] = 30 }
end
local frame = getglobal("LowHealthWarningFrame")
-- register or unregister events (always unregister when we leave the world)
if (TNE_LowHealth_Enabled and not leavingWorld) then
frame:RegisterEvent("UNIT_DISPLAYPOWER")
if (TNE_LowHealth_HealthEnabled or TNE_LowHealth_SoundEnabled) then
frame:RegisterEvent("UNIT_HEALTH")
end
TNE_LowHealth_ManaCheck()
else
frame:UnregisterEvent("UNIT_HEALTH")
frame:UnregisterEvent("UNIT_HEALTH")
frame:UnregisterEvent("UNIT_DISPLAYPOWER")
TNE_LowHealth_FlashFrameStop(LowHealthFrame, "UNIT_HEALTH")
TNE_LowHealth_FlashFrameStop(OutOfControlFrame, "UNIT_MANA")
end
end
function TNE_LowHealth_FlashFrame(value, regular, critical, frame, state)
local REGULAR_FLASH, CRITICAL_FLASH = 1, 2
-- disable
if (value > regular or TNE_LowHealth_CombatCheck(state) or UnitIsDeadOrGhost("player")) then
TNE_LowHealth_FlashFrameStop(frame, state)
-- regular flash
elseif (value > critical) then
if (not (LowHealthWarningFrame.states[state] == REGULAR_FLASH)) then
if (UIFrameIsFlashing(frame)) then
frame.flashDuration = frame.flashDuration + 10
frame.fadeInTime = 0.4
frame.fadeOutTime = 0.6
frame.flashInHoldTime = 1
else
UIFrameFlash(frame, 0.4, 0.6, 60, nil, 1, 0)
end
LowHealthWarningFrame.states[state] = REGULAR_FLASH
end
-- critical flash
else
if (not (LowHealthWarningFrame.states[state] == CRITICAL_FLASH)) then
if (TNE_LowHealth_HealthEmote and state == "UNIT_HEALTH") then DoEmote("healme") end
if (UIFrameIsFlashing(frame)) then
frame.flashDuration = frame.flashDuration + 10
frame.fadeInTime = 0.2
frame.fadeOutTime = 0.8
frame.flashInHoldTime = 0
else
UIFrameFlash(frame, 0.2, 0.8, 60, nil, 0, 0)
end
LowHealthWarningFrame.states[state] = CRITICAL_FLASH
end
end
end
function TNE_LowHealth_SmoothFlashFrame(value, threshold, frame, state)
-- disable
if (value > threshold or TNE_LowHealth_CombatCheck(state) or UnitIsDeadOrGhost("player")) then
TNE_LowHealth_FlashFrameStop(frame, state)
-- smooth flash
else
local rate = TNE_LowHealth_GetHeartRate(state)
local flashIn, flashOut = rate * 0.1, rate * 0.4
if (UIFrameIsFlashing(frame)) then
frame.flashDuration = frame.flashDuration + rate + 1
if (rate < 1) then
frame.fadeInTime = rate * 0.15
frame.fadeOutTime = rate * 0.85
frame.flashInHoldTime = 0
else
frame.fadeInTime = 0.2
frame.fadeOutTime = 0.8
frame.flashInHoldTime = rate - 1
end
else
UIFrameFlash(frame, 0.2, 0.8, 10, nil, rate -1, 0)
end
end
end
function TNE_LowHealth_FlashFrameStop(frame, state)
UIFrameFlashRemoveFrame(frame)
UIFrameFadeRemoveFrame(frame)
UIFrameFadeOut(frame, 0.5, frame:GetAlpha(), 0)
LowHealthWarningFrame.states[state] = 0
end
function TNE_LowHealth_OnEvent()
if (event == "UNIT_DISPLAYPOWER") then
TNE_LowHealth_ManaCheck()
return
end
-- unpacks regular threshold, critical threshold, nil, nil, nil
local t1, t2, value, frame, smooth = unpack(TNE_LowHealth_Thresholds[event])
-- pick frame based on event
if (event == "UNIT_HEALTH") then
value = UnitHealth("player") / UnitHealthMax("player")
TNE_LowHealth_SoundCheck(this, value * 100, unpack(TNE_LowHealth_Thresholds["SOUND"]))
if (not TNE_LowHealth_HealthEnabled) then
return -- this 'hack' is because both sound and health flash need this event
end
frame = LowHealthFrame
smooth = TNE_LowHealth_HealthSync
elseif (event == "UNIT_MANA") then
value = UnitMana("player") / UnitManaMax("player")
frame = OutOfControlFrame
smooth = TNE_LowHealth_ManaSync
end
if (smooth) then -- flash differently depending on settings
TNE_LowHealth_SmoothFlashFrame(value * 100, t1, frame, event)
else
TNE_LowHealth_FlashFrame(value * 100, t1, t2, frame, event)
end
end
function TNE_LowHealth_CombatCheck(state)
local combat = UnitAffectingCombat("player")
if (not state or state == "UNIT_HEALTH") then
return TNE_LowHealth_HealthCombatOnly and not combat
elseif (state == "UNIT_MANA") then
return TNE_LowHealth_ManaCombatOnly and not combat
else
return TNE_LowHealth_SoundCombatOnly and not combat
end
end
function TNE_LowHealth_SoundCheck(frame, value, threshold)
-- disable
if (value > threshold or not TNE_LowHealth_SoundEnabled or TNE_LowHealth_CombatCheck("SOUND") or UnitIsDeadOrGhost("player")) then
if (frame.heartRate) then
frame:SetScript("OnUpdate", nil)
frame.heartRate = nil
end
-- regular
elseif (not frame.heartRate) then
frame:SetScript("OnUpdate", TNE_LowHealth_OnUpdate)
frame.timer = 1
frame.heartRate = 0
end
end
function TNE_LowHealth_ManaCheck()
local mana, frame = "UNIT_MANA", getglobal("LowHealthWarningFrame")
if (TNE_LowHealth_ManaEnabled and UnitPowerType("player") == 0) then
-- player is using mana
frame:RegisterEvent(mana)
else
frame:UnregisterEvent(mana)
TNE_LowHealth_FlashFrameStop(OutOfControlFrame, mana)
end
end
function TNE_LowHealth_OnUpdate()
if (this.timer > this.heartRate) then
PlaySoundFile("Interface\\AddOns\\TNE_LowHealthWarning\\Sounds\\Heartbeat.wav")
this.heartRate = TNE_LowHealth_GetHeartRate()
this.timer = 0
else
this.timer = this.timer + arg1
end
end
function TNE_LowHealth_GetHeartRate(state)
if (state and state == "UNIT_MANA") then
return 0.5 + 2.0 * UnitMana("player") / UnitManaMax("player")
else
return 0.5 + 2.0 * UnitHealth("player") / UnitHealthMax("player")
end
end
function TNE_LowHealth_CMD(arg1)
if (not arg1) then
return
end
if (string.find(arg1, "^settings$") or arg1 == "") then
ShowUIPanel(LowHealthSettingsFrame)
return
end
end