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3.7 KiB

3 years ago
local Details = _G.Details
local addonName, Details222 = ...
3 years ago
--namespace
Details.CurrentDps = {
Dps = {},
Hps = {},
}
local currentDpsFrame = CreateFrame("frame", "DetailsCurrentDpsUpdaterFrame", UIParent)
local delayTimeBetweenUpdates = 0.10
local currentDelay = 0
local cacheSize = 40 --4 seconds of data
local dpsTime = delayTimeBetweenUpdates * cacheSize
local cacheOverflowIndex = cacheSize + 1
currentDpsFrame.OnUpdateFunc = function(self, deltaTime)
currentDelay = currentDelay + deltaTime
if (currentDelay < delayTimeBetweenUpdates) then
return
end
local combatObject = Details.CurrentDps.CombatObject
local damageContainer = combatObject:GetContainer(DETAILS_ATTRIBUTE_DAMAGE)
for index, actorObject in damageContainer:ListActors() do
if (actorObject:IsPlayer()) then
local actorTable = Details.CurrentDps.Dps[actorObject.serial]
if (not actorTable) then
actorTable = {
totalDamage = 0, --hold a sum of all dps done in the latest #cacheSize delayed OnUpdate ticks
currentDps = 0,
latestDamageAmount = 0,
cache = {},
}
Details.CurrentDps.Dps[actorObject.serial] = actorTable
end
--get the damage done on this tick
local totalDamageThisTick = actorObject.total - actorTable.latestDamageAmount
--add the damage to the cache
tinsert(actorTable.cache, 1, totalDamageThisTick)
--set the latest damage amount
actorTable.latestDamageAmount = actorObject.total
--sum the total damage the actor inflicted
actorTable.totalDamage = actorTable.totalDamage + totalDamageThisTick
--cut the damage
local damageRemoved = tremove(actorTable.cache, cacheOverflowIndex)
if (damageRemoved) then
actorTable.totalDamage = actorTable.totalDamage - damageRemoved
actorTable.totalDamage = max(0, actorTable.totalDamage) --safe guard
end
actorTable.currentDps = actorTable.totalDamage / dpsTime
if (actorObject.nome == "Ditador") then
local formatToKFunc = Details:GetCurrentToKFunction()
print(actorTable.totalDamage, #actorTable.cache, dpsTime, formatToKFunc(nil, actorTable.currentDps))
end
if (actorObject.nome == "Ditador") then
--print("Dps:", actorTable.currentDps)
end
end
end
currentDelay = 0
end
--start the proccess of updating the current dps and hps for each player
function Details.CurrentDps.StartCurrentDpsTracker()
Details.CurrentDps.CombatObject = Details:GetCurrentCombat()
wipe(Details.CurrentDps.Dps)
wipe(Details.CurrentDps.Hps)
currentDpsFrame:SetScript("OnUpdate", currentDpsFrame.OnUpdateFunc)
end
--stop what the function above started
function Details.CurrentDps.StopCurrentDpsTracker()
currentDpsFrame:SetScript("OnUpdate", nil)
end
--serial = guid
function Details.CurrentDps.GetCurrentDps(serial)
local actorTable = Details.CurrentDps.Dps[serial]
if (actorTable) then
local currentDps = actorTable.currentDps
local formatToKFunc = Details:GetCurrentToKFunction()
return formatToKFunc(nil, currentDps)
end
end
--handle internal details! events
local eventListener = Details:CreateEventListener()
eventListener:RegisterEvent("COMBAT_PLAYER_ENTER", function()
--Details.CurrentDps.StartCurrentDpsTracker()
end)
eventListener:RegisterEvent("COMBAT_PLAYER_LEAVE", function()
--Details.CurrentDps.StopCurrentDpsTracker()
end)