Add Class Resources and Debuff Highlighting modules; migrate settings to AceDB profiles
Move CoA settings from E.global/E.private into a proper AceDB-3.0 database (CoA.db, SavedVariables ElvUI_CoADB) with a Profiles options tab, since ElvUI doesn't ship AceDBOptions-3.0 (vendored under Libraries/). Add ClassResources.lua: hooks the custom-class resource frames (segment bar, orb, bar, multi-cast bar) into ElvUI's Toggle Anchors, with a per-frame hide checkbox in a new "Class Resources" options tab. Add DispelHighlight.lua: highlights dispellable debuffs on unitframes, with talent-aware filtering for custom classes. Fix mover/anchor reliability for Class Resources and the Instance (LayerPicker) button: - Movers were only retried until the target frame existed, not until the mover was actually created, so frames that start at zero size (e.g. a resource bar before that resource is ever active) permanently lost their mover. - Class resource frames re-anchor themselves on refresh, stomping the mover's anchor; hook SetPoint to snap back to the mover holder whenever something else repositions the frame. - Native click-drag on these frames ends with the engine calling SetPoint directly, severing the mover anchor entirely. Permanently block drag (script and RegisterForDrag) instead of clearing it once.
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local E, L, V, P, G = unpack(ElvUI)
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local UF = E:GetModule("UnitFrames")
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local CoA = E:GetModule("CoA")
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-- Base dispel types each custom class can remove, independent of talents.
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-- CHRONOMANCER is a special case: its dispel removes the last debuff applied
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-- to the target regardless of type, so it's never filtered out here -- we
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-- can only approximate this as "treat every typed debuff as dispellable",
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-- since the underlying oUF scan only ever surfaces typed debuffs anyway.
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local CLASS_DISPEL_TYPES = {
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CHRONOMANCER = true,
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SUNCLERIC = {Magic = true, Poison = true, Disease = true},
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STARCALLER = {Poison = true, Disease = true},
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PROPHET = {Poison = true},
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WITCHDOCTOR = {Curse = true},
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CULTIST = {Magic = true},
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PYROMANCER = {},
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}
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-- Extra dispel types unlocked by a talent choice. There's no reliable way to
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-- auto-detect the talent on this server, so these are gated by a manual
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-- checkbox in the options panel instead.
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local TALENT_DISPEL_TYPES = {
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PROPHET = {flag = "hasBlightAntidote", types = {Curse = true}},
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CULTIST = {flag = "hasDevourCurse", types = {Curse = true}},
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PYROMANCER = {flag = "hasBurnImpurities", types = {Magic = true, Disease = true, Bleed = true}},
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}
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function CoA:CanDispel(debuffType)
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local _, class = UnitClass("player")
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local baseTypes = CLASS_DISPEL_TYPES[class]
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if baseTypes == true then return true end
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if baseTypes and baseTypes[debuffType] then return true end
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local talent = TALENT_DISPEL_TYPES[class]
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if talent and CoA.db.profile[talent.flag] and talent.types[debuffType] then return true end
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return false
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end
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local function SuppressHighlight(object)
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if object.DebuffHighlightBackdrop and object.DBHGlow then
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object.DBHGlow:Hide()
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elseif object.DebuffHighlightUseTexture then
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object.DebuffHighlight:SetTexture(nil)
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else
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object.DebuffHighlight:SetVertexColor(0, 0, 0, 0)
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end
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end
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local origPostUpdate = UF.PostUpdate_DebuffHighlight
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local function DispelAwarePostUpdate(dbh, object, debuffType, texture, wasFiltered, style, color)
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origPostUpdate(dbh, object, debuffType, texture, wasFiltered, style, color)
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if CoA.db.profile.dispelHighlightOnlyMine and debuffType and not wasFiltered and not CoA:CanDispel(debuffType) then
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SuppressHighlight(object)
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end
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end
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UF.PostUpdate_DebuffHighlight = DispelAwarePostUpdate
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hooksecurefunc(UF, "Configure_DebuffHighlight", function(_, frame)
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local dbh = frame.DebuffHighlight
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if dbh then
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dbh.PostUpdate = UF.PostUpdate_DebuffHighlight
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end
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end)
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function CoA:UpdateDispelHighlight()
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UF:Update_AllFrames()
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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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-- "HERO" base class. If a debuff highlight gets evaluated before that data
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-- syncs, CoA:CanDispel wrongly returns false and the highlight stays wrongly
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-- suppressed until the next aura change. Force one extra refresh shortly
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-- after entering the world so the very first debuff isn't judged too early.
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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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end
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