Files
ElvUI_CoA/core.lua
T
Narcasung d2005c4725 Detect the dispel talents instead of asking for them
The three talents that grant an extra dispel type were gated behind
manual checkboxes because the talent state looked unreadable on this
server. It isn't: C_CharacterAdvancement.GetTalentRankByID reports a
live rank for the player, entry IDs are shared across every class tree
so querying a foreign one just reports rank 0, and
CHARACTER_ADVANCEMENT_UPDATE_ENTRIES_RESULT fires when a build is
confirmed.

Key the talents to their entry IDs and read them instead. The lookup is
cached, since PostUpdate_DebuffHighlight runs once per aura per frame,
and refreshed on build confirmation plus the existing delayed refresh
after login. Every call is guarded, so a missing API reads as "talent
not taken" and behaves as it did before.

The three checkboxes are gone, replaced by a single Detect Talents
switch that turns the whole lookup off.
2026-08-18 15:41:13 +02:00

486 lines
14 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local EP = E.Libs.EP
local ACH = LibStub("LibAceConfigHelper")
local AceDB = LibStub("AceDB-3.0")
local AceDBOptions = LibStub("AceDBOptions-3.0")
local AddOnName = ...
BINDING_HEADER_COA = "Conquest of Azeroth"
-- TODO: hook up server restart frame (RestartTimerFrame)
local CoA = E:NewModule("CoA", "AceEvent-3.0", "AceTimer-3.0")
E.CoA = CoA
local defaults = {
profile = {
skins = {
extraActionButton = true,
instanceSwap = true,
collections = {
enable = true,
-- Multipliers on each frame's own scale, so 1 is "as the server
-- built it" rather than a fixed size.
advancementScale = 1,
vanityScale = 1,
wardrobeScale = 1,
},
},
extraActionButtonSize = 52,
instanceButtonFont = "PT Sans Narrow",
instanceButtonFontSize = 12,
instanceButtonFontOutline = "OUTLINE",
dispelHighlightOnlyMine = false,
dispelHighlightDetectTalents = true,
hideResourceSegmentBar = false,
hideResourceOrb = false,
hideResourceBar = false,
hideMultiCastActionBar = false,
},
}
function CoA:RefreshConfig()
if self.UpdateExtraActionButtonSize then self:UpdateExtraActionButtonSize() end
if self.UpdateInstanceButtonFont then self:UpdateInstanceButtonFont() end
if self.UpdateDispelHighlight then self:UpdateDispelHighlight() end
if self.UpdateClassResourceVisibility then self:UpdateClassResourceVisibility() end
if self.UpdateFrameScales then self:UpdateFrameScales() end
end
CoA:RegisterEvent("ADDON_LOADED", function(_, addon)
if addon ~= AddOnName then return end
CoA:UnregisterEvent("ADDON_LOADED")
CoA.db = AceDB:New("ElvUI_CoADB", defaults)
-- One-time migration: earlier versions pinned every character to a single
-- shared "Default" profile. Move each character to its own name-based
-- profile (copying over the settings it already had) the first time it logs in.
if not CoA.db.char.migratedSharedProfile then
local charProfile = CoA.db.keys.char
if CoA.db:GetCurrentProfile() == "Default" and charProfile ~= "Default" then
CoA.db:SetProfile(charProfile)
CoA.db:CopyProfile("Default", true)
end
CoA.db.char.migratedSharedProfile = true
end
CoA.db.RegisterCallback(CoA, "OnProfileChanged", "RefreshConfig")
CoA.db.RegisterCallback(CoA, "OnProfileCopied", "RefreshConfig")
CoA.db.RegisterCallback(CoA, "OnProfileReset", "RefreshConfig")
end)
-- One slider per window rather than a single shared one: the three don't ship
-- at the same scale, so a shared value would only line them up by flattening
-- the difference the server built in.
local function scaleOption(order, name, key)
return {
order = order,
type = "range",
name = name,
min = 0.5,
max = 1.5,
step = 0.01,
get = function() return CoA.db.profile.skins.collections[key] end,
set = function(_, value)
CoA.db.profile.skins.collections[key] = value
if CoA.UpdateFrameScales then
CoA:UpdateFrameScales()
end
end,
}
end
local function getOptions()
local profiles = AceDBOptions:GetOptionsTable(CoA.db)
profiles.order = 5
local options = {
order = 55,
type = "group",
childGroups = "tab",
name = string.format("|cff1784d1%s|r", "Conquest of Azeroth"),
args = {
-- Frame skins live under their own tab, laid out as a vertical tree
-- rather than more horizontal tabs: one entry per skinned frame, and
-- there are a lot more of those coming.
skins = {
order = 1,
type = "group",
childGroups = "tree",
name = "Skins",
args = {
extraActionButton = {
order = 1,
type = "group",
name = "Extra Action Button",
args = {
header = {
order = 1,
type = "header",
name = "Extra Action Button",
},
-- Skinning is one-way: the native art is stripped and
-- replaced in place, so turning a skin off can only take
-- effect on the next load. Hence the reload prompt.
enable = {
order = 2,
type = "toggle",
name = "Enable",
desc = "Skin the Extra Action Button. Requires a UI reload.",
get = function() return CoA.db.profile.skins.extraActionButton end,
set = function(_, value)
CoA.db.profile.skins.extraActionButton = value
E:StaticPopup_Show("CONFIG_RL")
end,
},
desc = {
order = 3,
type = "description",
name = "You can move this element with Toggle Anchors.\n",
},
size = {
order = 4,
disabled = function() return not CoA.db.profile.skins.extraActionButton end,
type = "range",
name = "Size",
desc = "Adjust the width/height of the Extra Action Button, in pixels.",
min = 30,
max = 100,
step = 1,
get = function() return CoA.db.profile.extraActionButtonSize end,
set = function(_, value)
CoA.db.profile.extraActionButtonSize = value
if CoA.UpdateExtraActionButtonSize then
CoA:UpdateExtraActionButtonSize()
end
end,
},
},
},
instanceSwap = {
order = 2,
type = "group",
name = "Instance Swap",
args = {
header = {
order = 1,
type = "header",
name = "Instance Swap",
},
enable = {
order = 2,
type = "toggle",
name = "Enable",
desc = "Skin the Instance Swap button. Requires a UI reload.",
get = function() return CoA.db.profile.skins.instanceSwap end,
set = function(_, value)
CoA.db.profile.skins.instanceSwap = value
E:StaticPopup_Show("CONFIG_RL")
end,
},
desc = {
order = 3,
type = "description",
name = "You can move this element with Toggle Anchors.\n",
},
instanceFont = {
order = 4,
disabled = function() return not CoA.db.profile.skins.instanceSwap end,
type = "group",
inline = true,
name = "Instance Font",
args = {
font = ACH:SharedMediaFont("Font", nil, 1, nil,
function() return CoA.db.profile.instanceButtonFont end,
function(_, value)
CoA.db.profile.instanceButtonFont = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end),
fontSize = {
order = 2,
type = "range",
name = "Font Size",
min = 8,
max = 32,
step = 1,
get = function() return CoA.db.profile.instanceButtonFontSize end,
set = function(_, value)
CoA.db.profile.instanceButtonFontSize = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end,
},
fontOutline = ACH:FontFlags("Font Outline", nil, 3, nil,
function() return CoA.db.profile.instanceButtonFontOutline end,
function(_, value)
CoA.db.profile.instanceButtonFontOutline = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end),
},
},
},
},
-- One entry for the whole talent window: its own frame, the
-- tab row along its bottom, and the Vanity and Wardrobe
-- windows those tabs open. They're separate frames but one
-- feature to the player, and they're skinned as a set --
-- named for Collections, the container they all hang off.
collections = {
order = 3,
type = "group",
name = "Advancement/Vanity/Wardrobe",
args = {
header = {
order = 1,
type = "header",
name = "Advancement/Vanity/Wardrobe",
},
enable = {
order = 2,
type = "toggle",
name = "Enable",
desc = "Skin the talent window, its tabs, and the Vanity and Wardrobe windows. Requires a UI reload.",
get = function() return CoA.db.profile.skins.collections.enable end,
set = function(_, value)
CoA.db.profile.skins.collections.enable = value
E:StaticPopup_Show("CONFIG_RL")
end,
},
scale = {
order = 3,
type = "group",
inline = true,
name = "Scale",
disabled = function() return not CoA.db.profile.skins.collections.enable end,
args = {
advancementScale = scaleOption(1, "Advancement", "advancementScale"),
vanityScale = scaleOption(2, "Vanity", "vanityScale"),
wardrobeScale = scaleOption(3, "Wardrobe", "wardrobeScale"),
},
},
},
},
},
},
classResources = {
order = 2,
type = "group",
name = "Class Resources",
args = {
header = {
order = 1,
type = "header",
name = "Class Resources",
},
desc = {
order = 2,
type = "description",
name = "You can move these elements with Toggle Anchors.\n",
},
hideResourceSegmentBar = {
order = 3,
type = "toggle",
name = "Hide CoAResourceSegmentBar",
width = "full",
get = function() return CoA.db.profile.hideResourceSegmentBar end,
set = function(_, value)
CoA.db.profile.hideResourceSegmentBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideResourceOrb = {
order = 4,
type = "toggle",
name = "Hide CoAResourceOrb",
width = "full",
get = function() return CoA.db.profile.hideResourceOrb end,
set = function(_, value)
CoA.db.profile.hideResourceOrb = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideResourceBar = {
order = 5,
type = "toggle",
name = "Hide CoAResourceBar",
width = "full",
get = function() return CoA.db.profile.hideResourceBar end,
set = function(_, value)
CoA.db.profile.hideResourceBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideMultiCastActionBar = {
order = 6,
type = "toggle",
name = "Hide CoAMultiCastActionBarFrame",
width = "full",
get = function() return CoA.db.profile.hideMultiCastActionBar end,
set = function(_, value)
CoA.db.profile.hideMultiCastActionBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideAll = {
order = 7,
type = "execute",
name = "Hide All",
func = function()
CoA.db.profile.hideResourceSegmentBar = true
CoA.db.profile.hideResourceOrb = true
CoA.db.profile.hideResourceBar = true
CoA.db.profile.hideMultiCastActionBar = true
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
showAll = {
order = 8,
type = "execute",
name = "Show All",
func = function()
CoA.db.profile.hideResourceSegmentBar = false
CoA.db.profile.hideResourceOrb = false
CoA.db.profile.hideResourceBar = false
CoA.db.profile.hideMultiCastActionBar = false
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
},
},
dispelHighlight = {
order = 3,
type = "group",
name = "Debuff Highlighting",
args = {
header = {
order = 1,
type = "header",
name = "Debuff Highlighting",
},
onlyMine = {
order = 2,
type = "toggle",
name = "Only Highlight If Dispellable By Me",
desc = "Suppress the debuff highlight on unitframes for debuff types your class cannot dispel.",
get = function() return CoA.db.profile.dispelHighlightOnlyMine end,
set = function(_, value)
CoA.db.profile.dispelHighlightOnlyMine = value
if CoA.UpdateDispelHighlight then
CoA:UpdateDispelHighlight()
end
end,
},
detectTalents = {
order = 3,
type = "toggle",
name = "Detect Talents",
desc = "Read the talents that grant extra dispel types from your current build. Turn this off to fall back to what your class can dispel without any talent.",
disabled = function() return not CoA.db.profile.dispelHighlightOnlyMine end,
get = function() return CoA.db.profile.dispelHighlightDetectTalents end,
set = function(_, value)
CoA.db.profile.dispelHighlightDetectTalents = value
if CoA.UpdateDispelHighlight then
CoA:UpdateDispelHighlight()
end
end,
},
},
},
profiles = profiles,
},
}
E.Options.args.CoA = options
end
local function RegisterMoverCategory()
for _, layout in ipairs(E.ConfigModeLayouts) do
if layout == "COA" then return end
end
tinsert(E.ConfigModeLayouts, "COA")
E.ConfigModeLocalizedStrings.COA = "CoA"
end
function CoA:Initialize()
RegisterMoverCategory()
EP:RegisterPlugin(AddOnName, getOptions)
-- ADDON_LOADED normally beats module init, but fall back to the defaults
-- rather than error out if a skin gets initialized before the DB exists.
local skins = self.db and self.db.profile.skins or defaults.profile.skins
if self.InitializeExtraActionBar and skins.extraActionButton then
self:InitializeExtraActionBar()
end
if self.InitializeLayerPicker and skins.instanceSwap then
self:InitializeLayerPicker()
end
if self.InitializeDispelHighlight then
self:InitializeDispelHighlight()
end
if self.InitializeClassResources then
self:InitializeClassResources()
end
-- One switch for all three: the vanity and wardrobe windows are the talent
-- frame's own tabs, so skinning one without the others reads as a bug.
if skins.collections.enable then
if self.InitializeTalentFrame then
self:InitializeTalentFrame()
end
if self.InitializeVanityFrame then
self:InitializeVanityFrame()
end
if self.InitializeWardrobeFrame then
self:InitializeWardrobeFrame()
end
end
end
local function InitializeCallback()
CoA:Initialize()
end
E:RegisterModule(CoA:GetName(), InitializeCallback)