feat: color cast bars green/red by spell interruptibility from Spell.dbc

Load AttributesEx from Spell.dbc for all expansions (Classic/TBC/WotLK/
Turtle). Check SPELL_ATTR_EX_NOT_INTERRUPTIBLE (bit 4 = 0x10) to classify
each cast as interruptible or not when SMSG_SPELL_START arrives.

Target frame and nameplate cast bars now use:
- Green: spell can be interrupted by Kick/Counterspell/Pummel etc.
- Red: spell is immune to interrupt (boss abilities, instant-cast effects)
Both colors pulse faster at >80% completion to signal the closing window.

Adds GameHandler::isSpellInterruptible() and UnitCastState::interruptible.
This commit is contained in:
Kelsi 2026-03-17 19:43:19 -07:00
parent b8712f380d
commit 279b4de09a
7 changed files with 55 additions and 17 deletions

View file

@ -4288,14 +4288,19 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
float castPct = gameHandler.getTargetCastProgress();
float castLeft = gameHandler.getTargetCastTimeRemaining();
uint32_t tspell = gameHandler.getTargetCastSpellId();
bool interruptible = gameHandler.isTargetCastInterruptible();
const std::string& castName = (tspell != 0) ? gameHandler.getSpellName(tspell) : "";
// Pulse bright orange when cast is > 80% complete — interrupt window closing
// Color: interruptible = green (can Kick/CS), not interruptible = red, both pulse when >80%
ImVec4 castBarColor;
if (castPct > 0.8f) {
float pulse = 0.7f + 0.3f * std::sin(static_cast<float>(ImGui::GetTime()) * 8.0f);
castBarColor = ImVec4(1.0f * pulse, 0.5f * pulse, 0.0f, 1.0f);
if (interruptible)
castBarColor = ImVec4(0.2f * pulse, 0.9f * pulse, 0.2f * pulse, 1.0f); // green pulse
else
castBarColor = ImVec4(1.0f * pulse, 0.1f * pulse, 0.1f * pulse, 1.0f); // red pulse
} else {
castBarColor = ImVec4(0.9f, 0.3f, 0.2f, 1.0f);
castBarColor = interruptible ? ImVec4(0.2f, 0.75f, 0.2f, 1.0f) // green = can interrupt
: ImVec4(0.85f, 0.15f, 0.15f, 1.0f); // red = uninterruptible
}
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, castBarColor);
char castLabel[72];
@ -9702,14 +9707,18 @@ void GameScreen::renderNameplates(game::GameHandler& gameHandler) {
castBarBaseY += snSz.y + 2.0f;
}
// Cast bar background + fill (pulse orange when >80% = interrupt window closing)
ImU32 cbBg = IM_COL32(40, 30, 60, A(180));
// Cast bar: green = interruptible, red = uninterruptible; both pulse when >80% complete
ImU32 cbBg = IM_COL32(30, 25, 40, A(180));
ImU32 cbFill;
if (castPct > 0.8f && unit->isHostile()) {
float pulse = 0.7f + 0.3f * std::sin(static_cast<float>(ImGui::GetTime()) * 8.0f);
cbFill = IM_COL32(static_cast<int>(255 * pulse), static_cast<int>(130 * pulse), 0, A(220));
cbFill = cs->interruptible
? IM_COL32(static_cast<int>(40 * pulse), static_cast<int>(220 * pulse), static_cast<int>(40 * pulse), A(220)) // green pulse
: IM_COL32(static_cast<int>(255 * pulse), static_cast<int>(30 * pulse), static_cast<int>(30 * pulse), A(220)); // red pulse
} else {
cbFill = IM_COL32(140, 80, 220, A(200)); // purple cast bar
cbFill = cs->interruptible
? IM_COL32(50, 190, 50, A(200)) // green = interruptible
: IM_COL32(190, 40, 40, A(200)); // red = uninterruptible
}
drawList->AddRectFilled(ImVec2(barX, castBarBaseY),
ImVec2(barX + barW, castBarBaseY + cbH), cbBg, 2.0f);