聊天重做前缓存

This commit is contained in:
rucky
2026-04-09 09:46:47 +08:00
parent 6e18269bfd
commit e915bbd74a
39 changed files with 8501 additions and 2308 deletions

View File

@@ -127,6 +127,64 @@ local function GetZoneYards()
return nil, nil
end
local function IsMapStateProtected()
if WorldMapFrame and WorldMapFrame:IsVisible() then
return true
end
if BattlefieldMinimap and BattlefieldMinimap:IsVisible() then
return true
end
if BattlefieldMinimapFrame and BattlefieldMinimapFrame:IsVisible() then
return true
end
return false
end
local function SafeSetMapToCurrentZone()
if not SetMapToCurrentZone then
return
end
if SFrames and SFrames.CallWithPreservedBattlefieldMinimap then
return SFrames:CallWithPreservedBattlefieldMinimap(SetMapToCurrentZone)
end
return pcall(SetMapToCurrentZone)
end
local function SafeSetMapZoom(continent, zone)
if not SetMapZoom then
return
end
if SFrames and SFrames.CallWithPreservedBattlefieldMinimap then
return SFrames:CallWithPreservedBattlefieldMinimap(SetMapZoom, continent, zone)
end
return pcall(SetMapZoom, continent, zone)
end
local function WithPlayerZoneMap(func)
if type(func) ~= "function" then
return
end
if IsMapStateProtected() or not SetMapToCurrentZone then
return func()
end
local savedC = GetCurrentMapContinent and GetCurrentMapContinent() or 0
local savedZ = GetCurrentMapZone and GetCurrentMapZone() or 0
SafeSetMapToCurrentZone()
local results = { func() }
if SetMapZoom then
if savedZ and savedZ > 0 and savedC and savedC > 0 then
SafeSetMapZoom(savedC, savedZ)
elseif savedC and savedC > 0 then
SafeSetMapZoom(savedC, 0)
end
end
return unpack(results)
end
--------------------------------------------------------------------------------
-- 1. World Map + Battlefield Minimap: class icon overlays
--------------------------------------------------------------------------------
@@ -224,97 +282,95 @@ local function UpdateMinimapDots()
return
end
if WorldMapFrame and WorldMapFrame:IsVisible() then
if IsMapStateProtected() then
return
end
if SetMapToCurrentZone then
pcall(SetMapToCurrentZone)
end
WithPlayerZoneMap(function()
local px, py = GetPlayerMapPosition("player")
if not px or not py or (px == 0 and py == 0) then
for i = 1, MAX_PARTY do
if mmDots[i] then mmDots[i]:Hide() end
end
return
end
local zw, zh = GetZoneYards()
if not zw or not zh or zw == 0 or zh == 0 then
for i = 1, MAX_PARTY do
if mmDots[i] then mmDots[i]:Hide() end
end
return
end
local now = GetTime()
if now - indoorCheckTime > 3 then
indoorCheckTime = now
cachedIndoor = DetectIndoor()
end
local zoom = Minimap:GetZoom()
local mmYards = MM_ZOOM[cachedIndoor] and MM_ZOOM[cachedIndoor][zoom]
or MM_ZOOM[1][zoom] or 466.67
local mmHalfYards = mmYards / 2
local mmHalfPx = Minimap:GetWidth() / 2
local facing = 0
local doRotate = false
local okCvar, rotateVal = pcall(GetCVar, "rotateMinimap")
if okCvar and rotateVal == "1" and GetPlayerFacing then
local ok2, f = pcall(GetPlayerFacing)
if ok2 and f then
facing = f
doRotate = true
end
end
local px, py = GetPlayerMapPosition("player")
if not px or not py or (px == 0 and py == 0) then
for i = 1, MAX_PARTY do
if mmDots[i] then mmDots[i]:Hide() end
end
return
end
local unit = "party" .. i
if i <= numParty and UnitExists(unit) and UnitIsConnected(unit) then
local mx, my = GetPlayerMapPosition(unit)
if mx and my and (mx ~= 0 or my ~= 0) then
local dx = (mx - px) * zw
local dy = (py - my) * zh
local zw, zh = GetZoneYards()
if not zw or not zh or zw == 0 or zh == 0 then
for i = 1, MAX_PARTY do
if mmDots[i] then mmDots[i]:Hide() end
end
return
end
local now = GetTime()
if now - indoorCheckTime > 3 then
indoorCheckTime = now
cachedIndoor = DetectIndoor()
end
local zoom = Minimap:GetZoom()
local mmYards = MM_ZOOM[cachedIndoor] and MM_ZOOM[cachedIndoor][zoom]
or MM_ZOOM[1][zoom] or 466.67
local mmHalfYards = mmYards / 2
local mmHalfPx = Minimap:GetWidth() / 2
local facing = 0
local doRotate = false
local okCvar, rotateVal = pcall(GetCVar, "rotateMinimap")
if okCvar and rotateVal == "1" and GetPlayerFacing then
local ok2, f = pcall(GetPlayerFacing)
if ok2 and f then
facing = f
doRotate = true
end
end
for i = 1, MAX_PARTY do
local unit = "party" .. i
if i <= numParty and UnitExists(unit) and UnitIsConnected(unit) then
local mx, my = GetPlayerMapPosition(unit)
if mx and my and (mx ~= 0 or my ~= 0) then
local dx = (mx - px) * zw
local dy = (py - my) * zh
if doRotate then
local s = math.sin(facing)
local c = math.cos(facing)
dx, dy = dx * c + dy * s, -dx * s + dy * c
end
local dist = math.sqrt(dx * dx + dy * dy)
if dist < mmHalfYards * 0.92 then
local scale = mmHalfPx / mmHalfYards
if not mmDots[i] then
mmDots[i] = CreateMinimapDot(i)
if doRotate then
local s = math.sin(facing)
local c = math.cos(facing)
dx, dy = dx * c + dy * s, -dx * s + dy * c
end
local dot = mmDots[i]
local _, class = UnitClass(unit)
local cc = class and CLASS_COLORS and CLASS_COLORS[class]
if cc then
dot.icon:SetVertexColor(cc.r, cc.g, cc.b, 1)
local dist = math.sqrt(dx * dx + dy * dy)
if dist < mmHalfYards * 0.92 then
local scale = mmHalfPx / mmHalfYards
if not mmDots[i] then
mmDots[i] = CreateMinimapDot(i)
end
local dot = mmDots[i]
local _, class = UnitClass(unit)
local cc = class and CLASS_COLORS and CLASS_COLORS[class]
if cc then
dot.icon:SetVertexColor(cc.r, cc.g, cc.b, 1)
else
dot.icon:SetVertexColor(1, 0.82, 0, 1)
end
dot:ClearAllPoints()
dot:SetPoint("CENTER", Minimap, "CENTER", dx * scale, dy * scale)
dot:Show()
else
dot.icon:SetVertexColor(1, 0.82, 0, 1)
if mmDots[i] then mmDots[i]:Hide() end
end
dot:ClearAllPoints()
dot:SetPoint("CENTER", Minimap, "CENTER", dx * scale, dy * scale)
dot:Show()
else
if mmDots[i] then mmDots[i]:Hide() end
end
else
if mmDots[i] then mmDots[i]:Hide() end
end
else
if mmDots[i] then mmDots[i]:Hide() end
end
end
end)
end
--------------------------------------------------------------------------------