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Copy pathBuffTheGroup.lua
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BuffTheGroup.lua
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function btg.OnAddOnLoaded( eventCode, addonName )
if (addonName ~= btg.name) then return end
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_ADD_ON_LOADED)
btg.savedVars = ZO_SavedVars:NewCharacterIdSettings("BuffTheGroupSavedVariables", btg.variableVersion, nil, btg.defaults, nil, GetWorldName())
btg.InitializeControls()
SLASH_COMMANDS["/btg"] = btg.ToggleState
SLASH_COMMANDS["/btgrefresh"] = btg.CheckActivation
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_PLAYER_ACTIVATED, btg.CheckActivation)
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_RAID_TRIAL_STARTED, btg.CheckActivation)
btg.buildMenu()
end
function btg.ToggleState( )
btg.savedVars.enabled = not btg.savedVars.enabled
CHAT_SYSTEM:AddMessage("[BTG] " .. (btg.savedVars.enabled and "Enabled" or "Disabled"))
btg.CheckActivation()
end
function btg.CheckActivation( eventCode )
-- Check wiki.esoui.com/AvA_Zone_Detection if we want to enable this for PvP
local zoneId = GetZoneId(GetUnitZoneIndex("player"))
if (((btgData.zones[zoneId] and GetGroupSize() > 1) or btg.debug) and btg.savedVars.enabled) then
btg.Reset()
-- Workaround for when the game reports that the player is not in a group shortly after zoning
if (btg.groupSize == 0) then
zo_callLater(function() if (GetGroupSize() > 1) then btg.CheckActivation() end end, 5000)
end
if (not btg.showUI) then
btg.showUI = true
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_UNIT_CREATED, btg.GroupUpdate)
EVENT_MANAGER:AddFilterForEvent(btg.name, EVENT_UNIT_CREATED, REGISTER_FILTER_UNIT_TAG_PREFIX, "group")
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_GROUP_MEMBER_JOINED, btg.GroupUpdate)
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_GROUP_MEMBER_LEFT, btg.GroupUpdate)
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_GROUP_MEMBER_ROLE_CHANGED, btg.GroupMemberRoleChanged)
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_GROUP_SUPPORT_RANGE_UPDATE, btg.GroupSupportRangeUpdate)
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_EFFECT_CHANGED, btg.EffectChanged)
EVENT_MANAGER:RegisterForUpdate(btg.name.."Cycle", 100, btg.refreshUI)
if(not btg.debug) then
EVENT_MANAGER:AddFilterForEvent(btg.name, EVENT_EFFECT_CHANGED, REGISTER_FILTER_UNIT_TAG_PREFIX, "group")
end
end
for index, fragment in pairs(btg.fragments) do
if(btg.savedVars.trackedBuffs[index]) then
SCENE_MANAGER:GetScene("hud"):AddFragment(fragment)
SCENE_MANAGER:GetScene("hudui"):AddFragment(fragment)
else
SCENE_MANAGER:GetScene("hud"):RemoveFragment(fragment)
SCENE_MANAGER:GetScene("hudui"):RemoveFragment(fragment)
end
end
else
if (btg.showUI) then
btg.showUI = false
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_UNIT_CREATED)
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_GROUP_MEMBER_JOINED)
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_GROUP_MEMBER_LEFT)
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_GROUP_MEMBER_ROLE_CHANGED)
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_GROUP_SUPPORT_RANGE_UPDATE)
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_EFFECT_CHANGED)
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_UNIT_ATTRIBUTE_VISUAL_ADDED)
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_UNIT_ATTRIBUTE_VISUAL_REMOVED)
EVENT_MANAGER:UnregisterForEvent(btg.name, EVENT_UNIT_ATTRIBUTE_VISUAL_UPDATED)
end
for _, fragment in pairs(btg.fragments) do
SCENE_MANAGER:GetScene("hud"):RemoveFragment(fragment)
SCENE_MANAGER:GetScene("hudui"):RemoveFragment(fragment)
end
end
end
function btg.GroupUpdate( eventCode )
zo_callLater(btg.CheckActivation, 500)
end
function btg.GroupMemberRoleChanged( eventCode, unitTag, newRole )
if (btg.units[unitTag]) then
for i = 1, #btgData.buffs do
btg.frames[i].panels[btg.units[unitTag].panelId].role:SetTexture(btgData.roleIcons[newRole])
end
end
end
function btg.GroupSupportRangeUpdate( eventCode, unitTag, status )
if (btg.units[unitTag]) then
for i = 1, #btgData.buffs do
btg.UpdateRange(i, btg.units[unitTag].panelId, status)
end
end
end
function btg.refreshUI()
for unitTag, _ in pairs(btg.units) do
for i = 1, #btgData.buffs do
btg.UpdateStatus(i, unitTag)
end
end
end
function btg.EffectChanged( eventCode, changeType, effectSlot, effectName, unitTag, beginTime, endTime, stackCount, iconName, buffType, effectType, abilityType, statusEffectType, unitName, unitId, abilityId, sourceType )
-- format effectName so it's common across all languages
local formattedEffectName = zo_strformat(SI_ABILITY_NAME, effectName)
for index, buff in pairs(btgData.buffs) do
if (btg.savedVars.trackedBuffs[index]) then
if (buff == formattedEffectName and btg.units[unitTag]) then
if (changeType == EFFECT_RESULT_FADED) then
btg.units[unitTag].buffs[index].hasBuff = false
else
btg.units[unitTag].buffs[index].hasBuff = true
btg.units[unitTag].buffs[index].endTime = endTime
btg.units[unitTag].buffs[index].buffDuration = endTime - beginTime
end
end
end
end
end
function btg.OnMoveStop(i, frame)
btg.savedVars.framePositions[i].left = frame:GetLeft()
btg.savedVars.framePositions[i].top = frame:GetTop()
end
function btg.InitializeControls( )
local wm = GetWindowManager()
for i = 1, #btgData.buffs do
local frame = wm:CreateControlFromVirtual("btgFrame" .. i, btgUI, "btgFrame")
frame:SetHandler("OnMoveStop", function() btg.OnMoveStop(i, frame) end)
btg.frames[i] = {
frame = frame,
panels = {},
}
for j = 1, GROUP_SIZE_MAX do
local panel = wm:CreateControlFromVirtual("btgPanel" .. i .. "_" .. j, frame, "btgPanel")
btg.frames[i].panels[j] = {
panel = panel,
bg = panel:GetNamedChild("Backdrop"),
name = panel:GetNamedChild("Name"),
role = panel:GetNamedChild("Role"),
icon = panel:GetNamedChild("Icon"),
stat = panel:GetNamedChild("Stat"),
}
btg.frames[i].panels[j].bg:SetEdgeColor(0, 0, 0, 0)
btg.frames[i].panels[j].bg:SetCenterColor(0, 0, 0, 0.5)
btg.frames[i].panels[j].stat:SetColor(1, 1, 1, 1)
btg.frames[i].panels[j].stat:SetText("0")
end
frame:ClearAnchors()
frame:SetAnchor(TOPLEFT, GuiRoot, TOPLEFT, btg.savedVars.framePositions[i].left, btg.savedVars.framePositions[i].top)
btg.fragments[i] = ZO_HUDFadeSceneFragment:New(frame)
end
end
function btg.Reset( )
btg.groupSize = GetGroupSize()
btg.units = {}
for i = 1, #btgData.buffs do
_G["btgFrame"..i.."Icon"]:SetTexture(btgData.buffIcons[i])
end
for j = 1, GROUP_SIZE_MAX do
if (j <= btg.groupSize or j == 1 and btg.groupSize == 0) then
local unitTag = (j == 1 and btg.groupSize == 0) and "player" or GetGroupUnitTagByIndex(j)
btg.units[unitTag] = {
panelId = j,
self = AreUnitsEqual("player", unitTag),
buffs = {},
}
for i = 1, #btgData.buffs do
btg.units[unitTag].buffs[i] = {
hasBuff = false,
endTime = 0,
buffDuration = 0,
}
end
end
end
for i = 1, #btgData.buffs do
for j = 1, GROUP_SIZE_MAX do
local soloPanel = j == 1 and btg.groupSize == 0
if (j <= btg.groupSize or soloPanel) then
local unitTag = (soloPanel) and "player" or GetGroupUnitTagByIndex(j)
btg.frames[i].panels[j].name:SetText(GetUnitDisplayName(unitTag))
btg.frames[i].panels[j].role:SetTexture(btgData.roleIcons[GetGroupMemberSelectedRole(unitTag)])
btg.UpdateStatus(i, unitTag)
btg.UpdateRange(i, j, IsUnitInGroupSupportRange(unitTag))
if (j == 1) then
btg.frames[i].panels[j].panel:SetAnchor(TOPLEFT, btgFrame, TOPLEFT, 0, 0)
elseif (j <= btg.maxRows) then
btg.frames[i].panels[j].panel:SetAnchor(TOPLEFT, btg.frames[i].panels[j - 1].panel, BOTTOMLEFT, 0, 0)
else
btg.frames[i].panels[j].panel:SetAnchor(TOPLEFT, btg.frames[i].panels[j - btg.maxRows].panel, TOPRIGHT, 0, 0)
end
btg.frames[i].panels[j].panel:SetHidden(false)
else
btg.frames[i].panels[j].panel:SetAnchor(TOPLEFT, btgFrame, TOPLEFT, 0, 0)
btg.frames[i].panels[j].panel:SetHidden(true)
end
end
end
end
function btg.UpdateStatus( buffIndex, unitTag )
local unit = btg.units[unitTag]
local buffData = unit.buffs[buffIndex]
local panel = btg.frames[buffIndex].panels[unit.panelId]
local now = GetFrameTimeMilliseconds() / 1000
if(buffData.endTime) then
local buffRemaining = buffData.endTime - now
local progress = btg.savedVars.gradientMode and btgUtil.Clamp(1 - buffRemaining / buffData.buffDuration, 0, 1) or 0
local r, g, b = (btg.savedVars.gradientMode and btgUtil.Interpolate(btg.startR, btg.endR, progress) or btg.startR) / 255,
(btg.savedVars.gradientMode and btgUtil.Interpolate(btg.startG, btg.endG, progress) or btg.startG) / 255,
(btg.savedVars.gradientMode and btgUtil.Interpolate(btg.startB, btg.endB, progress) or btg.startB) / 255
if (buffRemaining > 0) then
panel.stat:SetText(string.format("%.1f", buffRemaining))
if (unit.self) then
panel.bg:SetCenterColor(r, g, b, 1-0.5*progress)
else
panel.bg:SetCenterColor(r, g, b, 0.8-0.4*progress)
end
else
panel.bg:SetCenterColor(0, 0, 0, 0.5)
panel.stat:SetText("0")
if(not buffData.hasBuff) then
buffData.endTime = nil
end
end
end
end
function btg.UpdateRange( buffIndex, panelId, status )
if (status) then
btg.frames[buffIndex].panels[panelId].panel:SetAlpha(1)
else
btg.frames[buffIndex].panels[panelId].panel:SetAlpha(0.5)
end
end
EVENT_MANAGER:RegisterForEvent(btg.name, EVENT_ADD_ON_LOADED, btg.OnAddOnLoaded)