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feat: add UnitClassification Lua API for nameplate and boss mod addons
Returns WoW-standard classification strings: "normal", "elite", "rareelite", "worldboss", or "rare" based on creature rank from CreatureCache. Used by nameplate addons (Plater, TidyPlates) and boss mods (DBM) to detect elite/ boss/rare mobs for special handling.
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1 changed files with 28 additions and 0 deletions
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@ -1194,6 +1194,33 @@ static int lua_UnitCreatureType(lua_State* L) {
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return 1;
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}
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// UnitClassification(unit) → "normal", "elite", "rareelite", "worldboss", "rare"
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static int lua_UnitClassification(lua_State* L) {
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auto* gh = getGameHandler(L);
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if (!gh) { lua_pushstring(L, "normal"); return 1; }
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const char* uid = luaL_optstring(L, 1, "target");
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std::string uidStr(uid);
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for (char& c : uidStr) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
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uint64_t guid = resolveUnitGuid(gh, uidStr);
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if (guid == 0) { lua_pushstring(L, "normal"); return 1; }
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auto entity = gh->getEntityManager().getEntity(guid);
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if (!entity || entity->getType() == game::ObjectType::PLAYER) {
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lua_pushstring(L, "normal");
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return 1;
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}
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auto unit = std::dynamic_pointer_cast<game::Unit>(entity);
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if (!unit) { lua_pushstring(L, "normal"); return 1; }
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int rank = gh->getCreatureRank(unit->getEntry());
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switch (rank) {
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case 1: lua_pushstring(L, "elite"); break;
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case 2: lua_pushstring(L, "rareelite"); break;
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case 3: lua_pushstring(L, "worldboss"); break;
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case 4: lua_pushstring(L, "rare"); break;
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default: lua_pushstring(L, "normal"); break;
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}
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return 1;
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}
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// --- Frame System ---
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// Minimal WoW-compatible frame objects with RegisterEvent/SetScript/GetScript.
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// Frames are Lua tables with a metatable that provides methods.
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@ -1558,6 +1585,7 @@ void LuaEngine::registerCoreAPI() {
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{"UnitIsFriend", lua_UnitIsFriend},
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{"UnitIsEnemy", lua_UnitIsEnemy},
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{"UnitCreatureType", lua_UnitCreatureType},
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{"UnitClassification", lua_UnitClassification},
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// Container/bag API
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{"GetContainerNumSlots", lua_GetContainerNumSlots},
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{"GetContainerItemInfo", lua_GetContainerItemInfo},
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