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1
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2 -------- SINGLE OBJECT IN GLOBAL NAMESPACE
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3
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4 Bloodhound2 = {};
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5
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6
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7 -------- CREATE OUR INVISIBLE FRAME TO RECEIVE EVENTS AND UPDATES
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8
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9 local frame = CreateFrame("Frame", nil, UIParent);
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10 Bloodhound2.Frame = frame;
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11
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12
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13 -------- DEFINE AND REGISTER EVENT HANDLERS
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14
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15 local events = {};
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16
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17 function events:MINIMAP_UPDATE_TRACKING(...)
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18 if player and player.Z then
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19 Bloodhound2.UpdateMinimap();
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20 end
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21 end
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22
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23 frame:SetScript("OnEvent",
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24 function(self, event, ...)
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25 events[event](self, ...);
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26 end);
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27
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28 local k, v;
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29
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30 for k, v in pairs(events) do
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31 frame:RegisterEvent(k);
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32 end
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33
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34
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35
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36
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37
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38
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39 ----------------------------------------------------------------------------------------------------
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40 -------- STORES A POINTER TO THE MINIMAP LOCALLY SO IT CAN BE CHANGED BY A RE-PARENTING FUNCTION
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41 -------- - Added by Zasurus(www.curseforge.com/profiles/Zasurus/) for MiniHugeHUD
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42 ----------------------------------------------------------------------------------------------------
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43 local Minimap = _G.Minimap;
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44 Minimap.MinimapName = "Minimap";
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45 ----------------------------------------------------------------------------------------------------
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46
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47
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48
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49
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50
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51
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52 -------- WORK AROUND WOW BUG THAT CAUSES GetPlayerMapPosition TO RETURN 0,0
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53
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54 WorldMapFrame:Show()
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55 WorldMapFrame:Hide()
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56
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57
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58 -------- HOOK INTO PER-FRAME UPDATE HANDLER
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59
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60 local player = {}; -- player position
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61 local totalElapsed = 0.0; -- time elapsed since last update
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62 local updatePeriod = 0.1; -- sec. interval for each minimap update
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63 local cpuThrottle = 0.05; -- throttle to 5% usage while moving
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64 local minUpdatePeriod = 0.04; -- sec. don't update more often than this
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65 local lastzoom = 0; -- previous minimap zoom level
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66 local updateTotalTime = 0; -- time spent updating minimap
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67 local updateCount = 0; -- number of times minimap updated
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68
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69 ----------------------------------------------------------------------------------------------------
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70 -------- MOVED OnUpdate Script into seperate function so it could be called by re-parent function
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71 -------- - Added by Zasurus(www.curseforge.com/profiles/Zasurus/) for MiniHugeHUD
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72 ----------------------------------------------------------------------------------------------------
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73 frame:SetScript("OnUpdate", function(self, elapsed) Bloodhound2.OnUpdateScript(self, elapsed) end);
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74 function Bloodhound2.OnUpdateScript(self, elapsed)
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75 totalElapsed = totalElapsed + elapsed; -- measure total elapsed time
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76
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77 if (totalElapsed >= updatePeriod) then -- if enough time has passed
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78 totalElapsed = mod(totalElapsed, updatePeriod);
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79 local isInInstance, instanceType = IsInInstance()
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80
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81 if isInInstance ~= nil then
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82 Bloodhound2.DrawArrow(0, 0, 0, 0)
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83 return
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84 end
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85
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86 local cmap = GetCurrentMapContinent();
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87 local zmap = GetCurrentMapZone();
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88 SetMapToCurrentZone();
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89 local c = GetCurrentMapContinent(); -- get current player position
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90 local z = GetCurrentMapZone();
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91 local x, y = GetPlayerMapPosition("player");
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92 local f = GetPlayerFacing();
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93 local m = Minimap:GetZoom();
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94 SetMapZoom(cmap, zmap);
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95
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96 if (c ~= player.C and c ~= 0 and c ~= -1) then -- reload continent data if continent has changed
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97 Bloodhound2.HerbNodes, Bloodhound2.ContinentHerbs = Bloodhound2.ReloadNodes(Bloodhound2.HerbDatabase[c], Bloodhound2.ZoneDatum[c]);
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98 Bloodhound2.OreNodes, Bloodhound2.ContinentOre = Bloodhound2.ReloadNodes(Bloodhound2.OreDatabase[c], Bloodhound2.ZoneDatum[c]);
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99 Bloodhound2.MiscNodes, Bloodhound2.ContinentNode = Bloodhound2.ReloadNodes(Bloodhound2.MiscDatabase[c], Bloodhound2.ZoneDatum[c]);
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100 end
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101
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102 if (c ~= player.C or z ~= player.Z or x ~= player.X or y ~= player.Y or f ~= player.F or m ~= lastzoom) then
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103 player.C = c;
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104 player.Z = z;
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105 player.X = x;
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106 player.Y = y;
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107 player.F = f;
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108 lastzoom = m;
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109 local t0 = GetTime();
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110 Bloodhound2.UpdateMinimap(); -- player has moved or minimap scale has changed
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111 local t1 = GetTime() - t0;
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112
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113 -- calculate and throttle CPU usage to 5%
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114 updateTotalTime = updateTotalTime + t1
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115
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116 if updateCount > 10 then
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117 local avgTime = updateTotalTime / updateCount
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118 updatePeriod = avgTime / cpuThrottle
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119 Print(updateCount);
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120
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121 if updatePeriod < minUpdatePeriod then
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122 updatePeriod = minUpdatePeriod
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123 end
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124
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125 if updateCount >= 100 then
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126 updateTotalTime = updateTotalTime / 2
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127 updateCount = updateCount / 2
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128 end
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129 end
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130 end
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131 end
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132 end
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133
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134 function Bloodhound2.UpdateMinimap()
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135 local facing = 0
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136
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137 if GetCVar("rotateMinimap") ~= "0" then
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138 facing = GetPlayerFacing() * 57.2957795;
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139 end
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140
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141 local cf = cos(facing);
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142 local sf = sin(facing);
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143 local gx, gy = Bloodhound2.CalculateForce(cf, sf);
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144 Bloodhound2.DrawArrow(gx, gy, cf, sf);
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145 end
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146
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147
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148 -------- DATABASE LOADING
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149
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150 Bloodhound2.HerbNodes = {};
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151 Bloodhound2.OreNodes = {};
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152 Bloodhound2.MiscNodes = {};
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153 Bloodhound2.ContinentHerbs = {};
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154 Bloodhound2.ContinentOre = {};
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155
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156 function Bloodhound2.ReloadNodes(database, zoneDatum)
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157
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158 if (database == nil) then return {}; end
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159
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160 local nodes = {};
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161 local db = {};
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162
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163 local zoneNode, positions;
|
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164 for zoneNode, positions in pairs(database) do
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165 local _, _, zone, node = string.find(zoneNode, "Z(%d+)N(%d+)");
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166 local z = tonumber(zone);
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167 local datum = zoneDatum[z];
|
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168 local n = tonumber(node);
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169 db[n] = true;
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170 local pxy = 0
|
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171
|
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172 for _,pos in ipairs(positions) do
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173 local xy = pos + pxy
|
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174 pxy = xy
|
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175 local x = floor(xy / 1000);
|
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176 local y = xy - 1000 * x;
|
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177 x, y = Bloodhound2.ZoneDatum.LocalToGlobal(x / 1000.0, y / 1000.0, datum);
|
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178 tinsert(nodes, {Z = z, N = n, X = x, Y = y, TimeStamp = time() - 60 - 3600 * math.random() });
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179 end
|
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|
180 end
|
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|
181
|
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182 return nodes, db;
|
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|
183 end
|
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|
184
|
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|
185
|
only1yzerman@0
|
186 -------- UTILITY FUNCTIONS
|
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187
|
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188 function Print(message)
|
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|
189 DEFAULT_CHAT_FRAME:AddMessage(message);
|
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|
190 end
|
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|
191
|
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|
192
|
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|
193
|
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|
194 -------- ARROW LOADING AND DISPLAY
|
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195
|
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196 local function GetArrowTexture()
|
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|
197
|
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198 local tex = Bloodhound2.GravityTexture
|
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|
199
|
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200 if not ( tex ) then
|
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201 tex = Minimap:CreateTexture("Bloodhound2_Arrow", "OVERLAY");
|
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202 tex:SetTexture("Interface\\AddOns\\Bloodhound2\\MinimapArrow");
|
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|
203 Bloodhound2.GravityTexture = tex
|
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|
204 end
|
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|
205
|
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|
206 return tex
|
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|
207 end
|
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|
208
|
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|
209 function Bloodhound2.DrawArrow(grx, gry, cf, sf)
|
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210
|
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211 local gravityX = grx * cf - gry * sf;
|
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212 local gravityY = gry * cf + grx * sf;
|
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213 local gravityTexture = GetArrowTexture()
|
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|
214
|
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215 if (gravityX == 0 and gravityY == 0) then
|
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216 gravityTexture:Hide();
|
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217 return;
|
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|
218 end
|
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|
219
|
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220 local gravityScale = sqrt(gravityX * gravityX + gravityY * gravityY)
|
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221 gravityX = gravityX / gravityScale
|
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222 gravityY = gravityY / gravityScale
|
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|
223
|
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224 -- determine rotated and scaled texture coordinates
|
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225 local gy = (gravityX + gravityY) / 2.82843
|
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226 local gx = (gravityX - gravityY) / 2.82843
|
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|
227
|
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228 gravityTexture:SetTexCoord(
|
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229 0.5 - gx, 0.5 + gy,
|
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230 0.5 + gy, 0.5 + gx,
|
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231 0.5 - gy, 0.5 - gx,
|
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232 0.5 + gx, 0.5 - gy);
|
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233
|
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234 gravityTexture:SetPoint("CENTER", Minimap, "CENTER", 40 * gravityX, -40 * gravityY)
|
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235 gravityTexture:Show()
|
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|
236 end
|
only1yzerman@0
|
237
|
only1yzerman@0
|
238
|
only1yzerman@0
|
239 -------- "RUBY" MANAGEMENT (REUSE RUBIES AND ONLY CREATE NEW ONES WHEN NEEDED)
|
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240
|
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241 local circles = {};
|
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242 local nextCircle = 1;
|
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243 local circleScale = 1;
|
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244
|
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245 function Bloodhound2.ResetCircles()
|
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246 nextCircle = 1;
|
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247 circleScale = Minimap:GetHeight() * 0.015 / (7 - Minimap:GetZoom());
|
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248 end
|
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249
|
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250 function Bloodhound2.SetCircle(dx, dy, alpha)
|
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251 local circle;
|
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252 if (#circles < nextCircle) then
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253 circle = Minimap:CreateTexture("Bloodhound_Circle", "ARTWORK", nil, -7);
|
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254 circles[nextCircle] = circle;
|
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|
255 circle:SetTexture("Interface\\AddOns\\Bloodhound2\\Circle");
|
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|
256 circle:SetWidth(12);
|
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|
257 circle:SetHeight(12);
|
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|
258 circle:SetAlpha(1);
|
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|
259 else
|
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|
260 circle = circles[nextCircle];
|
only1yzerman@0
|
261 end
|
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|
262
|
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|
263 nextCircle = nextCircle + 1;
|
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|
264 circle:SetPoint("CENTER", Minimap, "CENTER", dx * circleScale, -dy * circleScale);
|
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|
265 circle:SetAlpha(alpha);
|
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|
266 circle:Show();
|
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|
267 end
|
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|
268
|
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|
269 function Bloodhound2.HideExtraCircles()
|
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|
270 for i=nextCircle,#circles,1 do
|
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|
271 circles[i]:Hide();
|
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|
272 end
|
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|
273 end
|
only1yzerman@0
|
274
|
only1yzerman@0
|
275
|
only1yzerman@0
|
276
|
only1yzerman@0
|
277 -------- MAIN FUNCTION FOR CALCULATING RECOMMENDED DIRECTION OF TRAVEL
|
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|
278
|
only1yzerman@0
|
279 function Bloodhound2.CalculateForce(cf, sf)
|
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|
280
|
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|
281 local c = player.C; -- get player position
|
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|
282 local z = player.Z;
|
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|
283 local x = player.X;
|
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|
284 local y = player.Y;
|
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|
285
|
only1yzerman@5
|
286 if c == 0 or z == 0 or c == -1 then return 0,0 end -- don't draw arrow if using world coordinates
|
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|
287 if not Bloodhound2.ZoneDatum then return 0,0 end
|
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|
288
|
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|
289 local datum = Bloodhound2.ZoneDatum[c][z]; -- get scale and offset for current zone map
|
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|
290 if datum == nil then return 0,0 end
|
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|
291
|
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|
292 local gx, gy = Bloodhound2.ZoneDatum.LocalToGlobal(x, y, datum); -- convert player position to world coordinates
|
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|
293 local now = time(); -- value to use for time-stamping visited nodes
|
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294 local fx = 0; -- cumulative force, X-component
|
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|
295 local fy = 0; -- cumulative force, Y-component
|
only1yzerman@0
|
296 local multiZone = true; -- whether to include more than the current zone
|
only1yzerman@0
|
297 local inspectionRadius = 60;
|
only1yzerman@0
|
298
|
only1yzerman@0
|
299 if Settings then
|
only1yzerman@0
|
300 if Settings.MultiZoneMode==0 then
|
only1yzerman@0
|
301 multiZone = IsFlying();
|
only1yzerman@0
|
302 elseif Settings.MultiZoneMode==1 then
|
only1yzerman@0
|
303 multiZone = true;
|
only1yzerman@0
|
304 else
|
only1yzerman@0
|
305 multiZone = false;
|
only1yzerman@0
|
306 end
|
only1yzerman@0
|
307
|
only1yzerman@0
|
308 if Settings.InspectionRadius then
|
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|
309 inspectionRadius = Settings.InspectionRadius;
|
only1yzerman@0
|
310 end
|
only1yzerman@0
|
311 end
|
only1yzerman@0
|
312
|
only1yzerman@0
|
313 local settingsFilter = {}; -- which node types to ignore
|
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|
314 local nodes = {}; -- which nodes to track
|
only1yzerman@0
|
315
|
only1yzerman@0
|
316 for i=1,GetNumTrackingTypes(),1 do
|
only1yzerman@0
|
317 local name, _, active, _ = GetTrackingInfo(i);
|
only1yzerman@0
|
318 if (active == 1) then
|
only1yzerman@0
|
319 if (name == L["Find Herbs"]) then
|
only1yzerman@0
|
320 for k,v in pairs(Settings.HerbFilter) do settingsFilter[k] = v end
|
only1yzerman@0
|
321 for k,v in pairs(Bloodhound2.HerbNodes) do tinsert(nodes, v) end
|
only1yzerman@2
|
322 if (IsQuestFlaggedCompleted(32609) ~= 1) then
|
only1yzerman@2
|
323 for k,v in pairs(Bloodhound2.MiscNodes) do tinsert(nodes, v) end
|
only1yzerman@2
|
324 end
|
only1yzerman@0
|
325 elseif (name == L["Find Minerals"]) then
|
only1yzerman@0
|
326 for k,v in pairs(Settings.OreFilter) do settingsFilter[k] = v end
|
only1yzerman@0
|
327 for k,v in pairs(Bloodhound2.OreNodes) do tinsert(nodes, v) end
|
only1yzerman@2
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328 if (IsQuestFlaggedCompleted(32609) ~= 1) then
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329 for k,v in pairs(Bloodhound2.MiscNodes) do tinsert(nodes, v) end
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330 end
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331 end
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332 end
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333 end
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334
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335 local avoidZones = {}; -- which zones to avoid
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336
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337 if multiZone then
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338 local cmc = GetCurrentMapContinent()
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339
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340 if not Settings.ZoneFilter[cmc] then
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341 Settings.ZoneFilter[cmc] = {}
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342 end
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343
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344 for k,v in pairs(Settings.ZoneFilter[GetCurrentMapContinent()]) do
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345 avoidZones[k] = true;
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346 end
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347 end
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348
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349 local avoidNodes = {}; -- which node types to ignore
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350
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351 if settingsFilter then
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352 for k,v in pairs(settingsFilter) do
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353 avoidNodes[k] = true;
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354 end
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355 end
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356
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357 local minimapSize = Minimap:GetWidth() / 2 - 2;
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358 Bloodhound2.ResetCircles();
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359
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360 for key, node in pairs(nodes) do
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361 if (avoidNodes[node.N] ~= true) and (avoidZones[node.Z] ~= true) and (multiZone or (node.Z == z)) then
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362 local dx = node.X - gx;
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363 local dy = node.Y - gy;
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364 local rsqrd = dx * dx + dy * dy;
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365 local r = sqrt(rsqrd); -- distance to node
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366 local age = now - node.TimeStamp; -- time since last inspected
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367
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368 if (r < inspectionRadius) then
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369 node.TimeStamp = now;
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370 else
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371 --[[
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372 The magnitude of the force is proportional to the age and inversely
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373 proportional to the square of the distance, and the direction is towards
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374 the node. The math for this starts out as
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375
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376 local force = age / rsqrd
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377 local angle = math.atan2(dy, dx)
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378 fx = fx + force * math.cos(angle)
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379 fy = fy + force * math.sin(angle)
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380
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381 But cos(angle) is just dx/r and sin(angle) is just dy/r, so we don't
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382 actually need atan2, cos, and sin and instead we can write this as
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383 ]]
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384 local force = age / (r * rsqrd)
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385 fx = fx + force * dx
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386 fy = fy + force * dy
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387 end
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388
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389 if (r * circleScale < minimapSize) and (age > 60) then -- draw ruby
|
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390 local alpha = r / (minimapSize / circleScale) / 0.7 - 0.3;
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391 alpha = max(0, alpha);
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392 Bloodhound2.SetCircle(dx * cf - dy * sf, dy * cf + dx * sf, alpha);
|
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393 end
|
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394 end
|
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395 end
|
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396
|
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397 Bloodhound2.HideExtraCircles();
|
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398 return fx, fy;
|
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399 end
|
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400
|
only1yzerman@0
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401
|
only1yzerman@0
|
402
|
only1yzerman@0
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403
|
only1yzerman@0
|
404
|
only1yzerman@0
|
405
|
only1yzerman@0
|
406
|
only1yzerman@0
|
407 ----------------------------------------------------------------------------------------------------
|
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408 -------- REPARENT THE MINIMAP FOR 3RD PARTY MINIMAPS AND HUDS
|
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409 -------- - Added by Zasurus(www.curseforge.com/profiles/Zasurus/) for MiniHugeHUD
|
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410 ----------------------------------------------------------------------------------------------------
|
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411 function Bloodhound2.ReparentMinimap(NewMinimap, MinimapName)
|
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412 Bloodhound2.OnUpdateScript(nil, 1000000)
|
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413 -- Hide the circles currently on the minimap
|
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414 Bloodhound2.ResetCircles();
|
only1yzerman@0
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415 Bloodhound2.HideExtraCircles();
|
only1yzerman@0
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416 -- Hide this minimap's copy of the arrow
|
only1yzerman@0
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417 if Bloodhound2.GravityTexture then
|
only1yzerman@0
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418 Bloodhound2.GravityTexture:Hide();
|
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|
419 end;
|
only1yzerman@0
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420 -- Store the current set of circles and arrow on this minimap for later
|
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421 Minimap.Bloodhound2Circles = circles;
|
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|
422 Minimap.Bloodhound2Arrow = Bloodhound2.GravityTexture;
|
only1yzerman@0
|
423 -- Pull back (or create for circles) the arrow and circles for this minimap
|
only1yzerman@0
|
424 circles = NewMinimap.Bloodhound2Circles or {};
|
only1yzerman@0
|
425 ZasCircles = circles;
|
only1yzerman@0
|
426 Bloodhound2.GravityTexture = NewMinimap.Bloodhound2Arrow;
|
only1yzerman@0
|
427 -- Move Bloodhound2's Local Minimap pointer to the new minimap
|
only1yzerman@0
|
428 Minimap = NewMinimap;
|
only1yzerman@0
|
429 Minimap.MinimapName = MinimapName;
|
only1yzerman@0
|
430 -- Update all points
|
only1yzerman@0
|
431 Bloodhound2.UpdateMinimap();
|
only1yzerman@0
|
432 end
|
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|
433 ---------------------------------------------------------------------------------------------------- |