Refresh the dispel talents when the specialization changes
Switching to another saved specialization never confirms a build, so CHARACTER_ADVANCEMENT_UPDATE_ENTRIES_RESULT doesn't fire for it and the cached talent state stayed stale for the rest of the session. That path only fires PENDING_BUILD_UPDATED and SUGGESTIONS_UPDATED, so listen to both. PENDING_BUILD_UPDATED also fires on every click inside the talent UI, so the handler recomputes the cached rank and rebuilds the unitframes only when the answer actually changed. Also fall back to matching the talent by name among the learned entries when the entry ID reports nothing, so an ID gone stale after a server rebalance doesn't silently switch the feature off.
This commit is contained in:
+56
-16
@@ -22,9 +22,9 @@ local CLASS_DISPEL_TYPES = {
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-- every class tree, so querying one from a class that can't take it simply
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-- reports rank 0 rather than erroring.
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local TALENT_DISPEL_TYPES = {
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PROPHET = {talentID = 6324, types = {Curse = true}}, -- Blight Antidote
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CULTIST = {talentID = 12982, types = {Curse = true}}, -- Devour Curse
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PYROMANCER = {talentID = 31276, types = {Magic = true, Disease = true, Bleed = true}}, -- Burn Impurities
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PROPHET = {talentID = 6324, talentName = "Blight Antidote", types = {Curse = true}},
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CULTIST = {talentID = 12982, talentName = "Devour Curse", types = {Curse = true}},
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PYROMANCER = {talentID = 31276, talentName = "Burn Impurities", types = {Magic = true, Disease = true, Bleed = true}},
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}
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-- Cached result of the talent lookup for the player's current build.
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@@ -35,20 +35,45 @@ local hasTalentDispel = false
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-- C_CharacterAdvancement is a server addition with no API documentation, so
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-- every entry point is guarded and a failed call reads as "talent not taken",
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-- which degrades to the same behaviour as before auto-detection existed.
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local function HasTalent(talentID)
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local function HasTalent(talent)
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local api = C_CharacterAdvancement
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if not (api and type(api.GetTalentRankByID) == "function") then return false end
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if not api then return false end
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local ok, rank = pcall(api.GetTalentRankByID, talentID)
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return ok and type(rank) == "number" and rank > 0
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if type(api.GetTalentRankByID) == "function" then
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local ok, rank = pcall(api.GetTalentRankByID, talent.talentID)
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if ok and type(rank) == "number" and rank > 0 then return true end
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end
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-- Fall back to matching the talent by name, so an entry ID gone stale after
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-- a server rebalance doesn't silently switch the feature off. Names are the
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-- more fragile key of the two, but GetKnownTalentEntries only ever lists
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-- entries the player has actually learned, which makes this a genuinely
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-- independent check rather than a second opinion on the same ID. The list
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-- has been seen with holes in it, so it's walked with pairs.
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if type(api.GetKnownTalentEntries) == "function" then
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local ok, entries = pcall(api.GetKnownTalentEntries)
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if ok and type(entries) == "table" then
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for _, entry in pairs(entries) do
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if type(entry) == "table" and entry.Name == talent.talentName then return true end
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end
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end
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end
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return false
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end
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-- Returns whether the talent state actually moved, so callers reacting to the
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-- chattier advancement events can skip the unitframe rebuild when it didn't.
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local function RefreshTalentState()
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local _, class = UnitClass("player")
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local talent = TALENT_DISPEL_TYPES[class]
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local hasTalent = (talent and HasTalent(talent)) or false
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hasTalentDispel = (talent and HasTalent(talent.talentID)) or false
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if hasTalent == hasTalentDispel then return false end
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hasTalentDispel = hasTalent
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return true
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end
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function CoA:CanDispel(debuffType)
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@@ -100,6 +125,12 @@ function CoA:UpdateDispelHighlight()
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UF:Update_AllFrames()
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end
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function CoA:RefreshDispelTalents()
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if RefreshTalentState() then
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UF:Update_AllFrames()
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end
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end
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-- On Ascension, UnitClass("player")'s second return only reliably reports the
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-- real custom class (CULTIST, PYROMANCER, ...) a short while after login --
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-- immediately at ADDON_LOADED/PLAYER_LOGIN it can still read back the generic
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@@ -109,17 +140,26 @@ end
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-- next aura change. Force one extra refresh shortly after entering the world
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-- so the very first debuff isn't judged too early.
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--
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-- CHARACTER_ADVANCEMENT_UPDATE_ENTRIES_RESULT fires when a build is confirmed,
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-- which is the point the talent ranks actually change. The advancement UI also
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-- fires CHARACTER_ADVANCEMENT_PENDING_BUILD_UPDATED while talents are being
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-- clicked around, but ranks don't move until the build is saved, so listening
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-- to it would only cost refreshes that read back the unchanged state.
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-- CHARACTER_ADVANCEMENT_UPDATE_ENTRIES_RESULT fires when a build is confirmed
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-- in the talent UI, but switching to another saved specialization doesn't
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-- confirm anything -- that path only fires PENDING_BUILD_UPDATED and
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-- SUGGESTIONS_UPDATED, so both are needed or the ranks read stale for the rest
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-- of the session. PENDING_BUILD_UPDATED also fires on every click inside the
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-- talent UI and SUGGESTIONS_UPDATED is only incidentally related, which is why
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-- they go through RefreshDispelTalents: it costs one rank lookup and rebuilds
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-- the unitframes only when the answer changed.
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function CoA:InitializeDispelHighlight()
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CoA:RegisterEvent("PLAYER_ENTERING_WORLD", function()
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CoA:ScheduleTimer("UpdateDispelHighlight", 2)
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end)
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CoA:RegisterEvent("CHARACTER_ADVANCEMENT_UPDATE_ENTRIES_RESULT", function()
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CoA:UpdateDispelHighlight()
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for _, event in ipairs({
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"CHARACTER_ADVANCEMENT_UPDATE_ENTRIES_RESULT",
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"CHARACTER_ADVANCEMENT_PENDING_BUILD_UPDATED",
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"CHARACTER_ADVANCEMENT_SUGGESTIONS_UPDATED",
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}) do
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CoA:RegisterEvent(event, function()
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CoA:RefreshDispelTalents()
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end)
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end
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end
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