local Details = _G.Details local Loc = LibStub("AceLocale-3.0"):GetLocale ( "Details" ) local _ local addonName, Details222 = ... --[[global]] DETAILS_TOTALS_ONLYGROUP = true --[[global]] DETAILS_SEGMENTID_OVERALL = -1 --[[global]] DETAILS_SEGMENTID_CURRENT = 0 --[[global]] DETAILS_COMBAT_AMOUNT_CONTAINERS = 4 --enum segments type --[[global]] DETAILS_SEGMENTTYPE_GENERIC = 0 --[[global]] DETAILS_SEGMENTTYPE_OVERALL = 1 --[[global]] DETAILS_SEGMENTTYPE_DUNGEON_TRASH = 5 --[[global]] DETAILS_SEGMENTTYPE_DUNGEON_BOSS = 6 --[[global]] DETAILS_SEGMENTTYPE_RAID_TRASH = 7 --[[global]] DETAILS_SEGMENTTYPE_RAID_BOSS = 8 --[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON = 100 --[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_GENERIC = 10 --[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_TRASH = 11 --[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_OVERALL = 12 --[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_TRASHOVERALL = 13 --[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_BOSS = 14 --[[global]] DETAILS_SEGMENTTYPE_PVP_ARENA = 20 --[[global]] DETAILS_SEGMENTTYPE_PVP_BATTLEGROUND = 21 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --local pointers local ipairs = ipairs -- lua local local pairs = pairs -- lua local local bitBand = bit.band -- lua local local date = date -- lua local local tremove = table.remove -- lua local local rawget = rawget local _math_max = math.max local floor = math.floor local GetTime = GetTime ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --constants local classCombat = Details.combate local classActorContainer = Details.container_combatentes local class_type_dano = Details.atributos.dano local class_type_cura = Details.atributos.cura local class_type_e_energy = Details.atributos.e_energy local class_type_misc = Details.atributos.misc local classTypeDamage = Details.atributos.dano local classTypeHeal = Details.atributos.cura local classTypeResource = Details.atributos.e_energy local classTypeUtility = Details.atributos.misc local REACTION_HOSTILE = 0x00000040 local CONTROL_PLAYER = 0x00000100 --local _tempo = time() local _tempo = GetTime() ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --api functions --combat (container type, actor name) Details.call_combate = function(self, classType, actorName) local container = self[classType] local index_mapa = container._NameIndexTable[actorName] local actor = container._ActorTable[index_mapa] return actor end classCombat.__call = Details.call_combate ---get the unique combat identifier ---@param self combat ---@return number function classCombat:GetCombatUID() return self.combat_counter end --get the start date and end date function classCombat:GetDate() return self.data_inicio, self.data_fim end --set the combat date function classCombat:SetDate(started, ended) if (started and type(started) == "string") then self.data_inicio = started end if (ended and type(ended) == "string") then self.data_fim = ended end end ---return a table representing a chart data ---@param name string ---@return number[] function classCombat:GetTimeData(name) if (self.TimeData) then return self.TimeData[name] end return {max_value = 0} end ---erase a time data if exists ---@param name string function classCombat:EraseTimeData(name) if (self.TimeData[name]) then self.TimeData[name] = nil return true end return false end function classCombat:GetContainer(attribute) return self [attribute] end function classCombat:GetRoster() return self.raid_roster end function classCombat:InstanceType() return rawget(self, "instance_type") end function classCombat:IsTrash() return rawget(self, "is_trash") end function classCombat:GetDifficulty() return self.is_boss and self.is_boss.diff end function classCombat:GetEncounterCleuID() return self.is_boss and self.is_boss.id end function classCombat:GetBossInfo() return self.is_boss end function classCombat:GetPhases() return self.PhaseData end function classCombat:GetPvPInfo() return self.is_pvp end function classCombat:GetMythicDungeonInfo() return self.is_mythic_dungeon end function classCombat:GetMythicDungeonTrashInfo() return self.is_mythic_dungeon_trash end ---return if the combat is a mythic dungeon segment and the run id ---@return boolean ---@return number function classCombat:IsMythicDungeon() local bIsMythicPlusSegment = self.is_mythic_dungeon_segment local runId = self.is_mythic_dungeon_run_id return bIsMythicPlusSegment, runId end function classCombat:IsMythicDungeonOverall() return self.is_mythic_dungeon and self.is_mythic_dungeon.OverallSegment end function classCombat:GetArenaInfo() return self.is_arena end function classCombat:GetDeaths() return self.last_events_tables end function classCombat:GetPlayerDeaths(deadPlayerName) local allDeaths = self:GetDeaths() local deaths = {} for i = 1, #allDeaths do local thisDeath = allDeaths[i] local thisPlayerName = thisDeath[3] if (deadPlayerName == thisPlayerName) then deaths[#deaths+1] = thisDeath end end return deaths end function classCombat:GetCombatId() return self.combat_id end function classCombat:GetCombatNumber() return self.combat_counter end function classCombat:GetAlteranatePower() return self.alternate_power end ---return the amount of casts of a spells from an actor ---@param self combat ---@param actorName string ---@param spellName string ---@return number function classCombat:GetSpellCastAmount(actorName, spellName) return self.amountCasts[actorName] and self.amountCasts[actorName][spellName] or 0 end ---return the cast amount table ---@param self combat ---@param actorName string|nil ---@return table function classCombat:GetSpellCastTable(actorName) if (actorName) then return self.amountCasts[actorName] or {} else return self.amountCasts end end ---delete an actor from the spell casts amount ---@param self combat ---@param actorName string function classCombat:RemoveActorFromSpellCastTable(actorName) self.amountCasts[actorName] = nil end ---return the uptime of a buff from an actor ---@param actorName string ---@param spellId number ---@param auraType string|nil if nil get 'buff' ---@return number function classCombat:GetSpellUptime(actorName, spellId, auraType) ---@type actorcontainer local utilityContainer = self:GetContainer(DETAILS_ATTRIBUTE_MISC) ---@type actor local actorObject = utilityContainer:GetActor(actorName) if (actorObject) then if (auraType) then ---@type spellcontainer local buffUptimeContainer = actorObject:GetSpellContainer(auraType) if (buffUptimeContainer) then ---@type spelltable local spellTable = buffUptimeContainer:GetSpell(spellId) if (spellTable) then return spellTable.uptime or 0 end end else do --if not auraType passed, attempt to get the uptime from debuffs first, if it fails, get from buffs ---@type spellcontainer local debuffContainer = actorObject:GetSpellContainer("debuff") if (debuffContainer) then ---@type spelltable local spellTable = debuffContainer:GetSpell(spellId) if (spellTable) then return spellTable.uptime or 0 end end end do ---@type spellcontainer local buffContainer = actorObject:GetSpellContainer("buff") if (buffContainer) then ---@type spelltable local spellTable = buffContainer:GetSpell(spellId) if (spellTable) then return spellTable.uptime or 0 end end end end end return 0 end --return the name of the encounter or enemy function classCombat:GetCombatName(try_find) if (self.is_pvp) then return self.is_pvp.name elseif (self.is_boss) then return self.is_boss.encounter elseif (self.is_mythic_dungeon_trash) then return self.is_mythic_dungeon_trash.ZoneName .. " (" .. Loc ["STRING_SEGMENTS_LIST_TRASH"] .. ")" elseif (rawget(self, "is_trash")) then return Loc ["STRING_SEGMENT_TRASH"] else if (self.enemy) then return self.enemy end if (try_find) then return Details:FindEnemy() end end return Loc ["STRING_UNKNOW"] end function classCombat:GetCombatType() --mythic dungeon local isMythicDungeon = self.is_mythic_dungeon_segment if (isMythicDungeon) then local isMythicDungeonTrash = self.is_mythic_dungeon_trash if (isMythicDungeonTrash) then return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_TRASH, DETAILS_SEGMENTTYPE_MYTHICDUNGEON else local isMythicDungeonOverall = self.is_mythic_dungeon and self.is_mythic_dungeon.OverallSegment local isMythicDungeonTrashOverall = self.is_mythic_dungeon and self.is_mythic_dungeon.TrashOverallSegment if (isMythicDungeonOverall) then return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_OVERALL, DETAILS_SEGMENTTYPE_MYTHICDUNGEON elseif (isMythicDungeonTrashOverall) then return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_TRASHOVERALL, DETAILS_SEGMENTTYPE_MYTHICDUNGEON end local bossEncounter = self.is_boss if (bossEncounter) then return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_BOSS, DETAILS_SEGMENTTYPE_MYTHICDUNGEON end return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_GENERIC, DETAILS_SEGMENTTYPE_MYTHICDUNGEON end end --arena local arenaInfo = self.is_arena if (arenaInfo) then return DETAILS_SEGMENTTYPE_PVP_ARENA end --battleground local battlegroundInfo = self.is_pvp if (battlegroundInfo) then return DETAILS_SEGMENTTYPE_PVP_BATTLEGROUND end --dungeon or raid local instanceType = self.instance_type if (instanceType == "party") then local bossEncounter = self.is_boss if (bossEncounter) then return DETAILS_SEGMENTTYPE_DUNGEON_BOSS else return DETAILS_SEGMENTTYPE_DUNGEON_TRASH end elseif (instanceType == "raid") then local bossEncounter = self.is_boss if (bossEncounter) then return DETAILS_SEGMENTTYPE_RAID_BOSS else return DETAILS_SEGMENTTYPE_RAID_TRASH end end --overall data if (self == Details.tabela_overall) then return DETAILS_SEGMENTTYPE_OVERALL end return DETAILS_SEGMENTTYPE_GENERIC end --return a numeric table with all actors on the specific containter function classCombat:GetActorList (container) return self [container]._ActorTable end ---return an actor object for the given container and actor name ---@param container number ---@param name string ---@return actor|nil function classCombat:GetActor(container, name) local index = self[container] and self[container]._NameIndexTable[name] if (index) then return self[container]._ActorTable[index] end return nil end ---return the combat time in seconds ---@return number, number function classCombat:GetFormatedCombatTime() local combatTime = self:GetCombatTime() local minute, second = floor(combatTime / 60), floor(combatTime % 60) return minute, second end ---return the amount of time the combat has elapsed ---@return number function classCombat:GetCombatTime() if (self.end_time) then return _math_max (self.end_time - self.start_time, 0.1) elseif (self.start_time and Details.in_combat and self ~= Details.tabela_overall) then return _math_max (GetTime() - self.start_time, 0.1) else return 0.1 end end function classCombat:GetStartTime() return self.start_time end function classCombat:SetStartTime(thisTime) self.start_time = thisTime end function classCombat:GetEndTime() return self.end_time end function classCombat:SetEndTime(thisTime) self.end_time = thisTime end ---copy deaths from combat2 into combat1 ---if bMythicPlus is true it'll check if the death has mythic plus death time and use it instead of the normal death time ---@param combat1 combat ---@param combat2 combat ---@param bMythicPlus boolean function classCombat.CopyDeathsFrom(combat1, combat2, bMythicPlus) local deathsTable = combat1:GetDeaths() local deathsToCopy = combat2:GetDeaths() for i = 1, #deathsToCopy do local thisDeath = DetailsFramework.table.copy({}, deathsToCopy[i]) if (bMythicPlus and thisDeath.mythic_plus) then thisDeath[6] = thisDeath.mythic_plus_dead_at_string thisDeath.dead_at = thisDeath.mythic_plus_dead_at end deathsTable[#deathsTable+1] = thisDeath end end --return the total of a specific attribute local power_table = {0, 1, 3, 6, 0, "alternatepower"} function classCombat:GetTotal(attribute, subAttribute, onlyGroup) if (attribute == 1 or attribute == 2) then if (onlyGroup) then return self.totals_grupo [attribute] else return self.totals [attribute] end elseif (attribute == 3) then if (subAttribute == 5) then --resources return self.totals.resources or 0 end if (onlyGroup) then return self.totals_grupo [attribute] [power_table [subAttribute]] else return self.totals [attribute] [power_table [subAttribute]] end elseif (attribute == 4) then local subName = Details:GetInternalSubAttributeName (attribute, subAttribute) if (onlyGroup) then return self.totals_grupo [attribute] [subName] else return self.totals [attribute] [subName] end end return 0 end ---create an alternate power table for the given actor ---@param actorName string ---@return alternatepowertable function classCombat:CreateAlternatePowerTable(actorName) ---@type alternatepowertable local alternatePowerTable = {last = 0, total = 0} self.alternate_power[actorName] = alternatePowerTable return alternatePowerTable end --delete an actor from the combat ~delete ~erase ~remove function classCombat:DeleteActor(attribute, actorName, removeDamageTaken, cannotRemap) local container = self[attribute] if (container) then local actorTable = container._ActorTable --store the index it was found local indexToDelete --get the object for the deleted actor local deletedActor = self(attribute, actorName) if (not deletedActor) then return else for i = 1, #actorTable do local actor = actorTable[i] if (actor.nome == actorName) then --print("Details: found the actor: ", actorName, actor.nome, i) indexToDelete = i break end end end for i = 1, #actorTable do --is this not the actor we want to remove? if (i ~= indexToDelete) then local actor = actorTable[i] if (not actor.isTank) then --get the damage dealt and remove local damageDoneToRemovedActor = (actor.targets[actorName]) or 0 actor.targets[actorName] = nil actor.total = actor.total - damageDoneToRemovedActor actor.total_without_pet = actor.total_without_pet - damageDoneToRemovedActor --damage taken if (removeDamageTaken) then local hadDamageTaken = actor.damage_from[actorName] if (hadDamageTaken) then --query the deleted actor to know how much damage it applied to this actor local damageDoneToActor = (deletedActor.targets[actor.nome]) or 0 actor.damage_taken = actor.damage_taken - damageDoneToActor end end --spells local spellsTable = actor.spells._ActorTable for spellId, spellTable in pairs(spellsTable) do local damageDoneToRemovedActor = (spellTable.targets[actorName]) or 0 spellTable.targets[actorName] = nil spellTable.total = spellTable.total - damageDoneToRemovedActor end end end end if (indexToDelete) then local actorToDelete = self(attribute, actorName) local actorToDelete2 = container._ActorTable[indexToDelete] if (actorToDelete ~= actorToDelete2) then Details:Msg("error 0xDE8745") end local index = container._NameIndexTable[actorName] if (indexToDelete ~= index) then Details:Msg("error 0xDE8751") end --remove actor tremove(container._ActorTable, index) --remap if (not cannotRemap) then container:Remap() end return true end end end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --internals function classCombat:CreateNewCombatTable() return classCombat:NovaTabela() end ---class constructor ---@param bTimeStarted boolean if true set the start time to now with GetTime ---@param overallCombatObject combat ---@param combatId number ---@param ... unknown ---@return combat function classCombat:NovaTabela(bTimeStarted, overallCombatObject, combatId, ...) --~init ---@type combat local combatObject = {} combatObject[1] = classActorContainer:NovoContainer(Details.container_type.CONTAINER_DAMAGE_CLASS, combatObject, combatId) --Damage combatObject[2] = classActorContainer:NovoContainer(Details.container_type.CONTAINER_HEAL_CLASS, combatObject, combatId) --Healing combatObject[3] = classActorContainer:NovoContainer(Details.container_type.CONTAINER_ENERGY_CLASS, combatObject, combatId) --Energies combatObject[4] = classActorContainer:NovoContainer(Details.container_type.CONTAINER_MISC_CLASS, combatObject, combatId) --Misc combatObject[5] = classActorContainer:NovoContainer(Details.container_type.CONTAINER_DAMAGE_CLASS, combatObject, combatId) --place holder for customs setmetatable(combatObject, classCombat) Details.combat_counter = Details.combat_counter + 1 combatObject.combat_counter = Details.combat_counter --try discover if is a pvp combat local who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags = ... if (who_serial) then --aqui ir� identificar o boss ou o oponente if (alvo_name and bitBand (alvo_flags, REACTION_HOSTILE) ~= 0) then --tentando pegar o inimigo pelo alvo combatObject.contra = alvo_name if (bitBand (alvo_flags, CONTROL_PLAYER) ~= 0) then combatObject.pvp = true --o alvo � da fac��o oposta ou foi dado mind control end elseif (who_name and bitBand (who_flags, REACTION_HOSTILE) ~= 0) then --tentando pegar o inimigo pelo who caso o mob � quem deu o primeiro hit combatObject.contra = who_name if (bitBand (who_flags, CONTROL_PLAYER) ~= 0) then combatObject.pvp = true --o who � da fac��o oposta ou foi dado mind control end else combatObject.pvp = true --se ambos s�o friendly, seria isso um PVP entre jogadores da mesma fac��o? end end --start/end time (duration) combatObject.data_fim = 0 combatObject.data_inicio = 0 combatObject.tempo_start = _tempo combatObject.bossTimers = {} ---store trinket procs combatObject.trinketProcs = {} ---store the amount of casts of each player ---@type table> combatObject.amountCasts = {} --record deaths combatObject.last_events_tables = {} --last events from players combatObject.player_last_events = {} --players in the raid combatObject.raid_roster = {} combatObject.raid_roster_indexed = {} --frags combatObject.frags = {} combatObject.frags_need_refresh = false --alternate power combatObject.alternate_power = {} --time data container combatObject.TimeData = Details:TimeDataCreateChartTables() combatObject.PhaseData = {{1, 1}, damage = {}, heal = {}, damage_section = {}, heal_section = {}} --[1] phase number [2] phase started --for external plugin usage, these tables are guaranteed to be saved with the combat combatObject.spells_cast_timeline = {} combatObject.aura_timeline = {} combatObject.cleu_timeline = {} --cleu events combatObject.cleu_events = { n = 1 --event counter } --a tabela sem o tempo de inicio � a tabela descartavel do inicio do addon if (bTimeStarted) then --esta_tabela.start_time = _tempo combatObject.start_time = GetTime() combatObject.end_time = nil else combatObject.start_time = 0 combatObject.end_time = nil end -- o container ir� armazenar as classes de dano -- cria um novo container de indexes de seriais de jogadores --par�metro 1 classe armazenada no container, par�metro 2 = flag da classe combatObject[1].need_refresh = true combatObject[2].need_refresh = true combatObject[3].need_refresh = true combatObject[4].need_refresh = true combatObject[5].need_refresh = true combatObject.totals = { 0, --dano 0, --cura {--e_energy [0] = 0, --mana [1] = 0, --rage [3] = 0, --energy (rogues cat) [6] = 0, --runepower (dk) alternatepower = 0, }, {--misc cc_break = 0, --armazena quantas quebras de CC ress = 0, --armazena quantos pessoas ele reviveu interrupt = 0, --armazena quantos interrupt a pessoa deu dispell = 0, --armazena quantos dispell esta pessoa recebeu dead = 0, --armazena quantas vezes essa pessia morreu cooldowns_defensive = 0, --armazena quantos cooldowns a raid usou buff_uptime = 0, --armazena quantos cooldowns a raid usou debuff_uptime = 0 --armazena quantos cooldowns a raid usou }, --avoid using this values bellow, they aren't updated by the parser, only on demand by a user interaction. voidzone_damage = 0, frags_total = 0, --end } combatObject.totals_grupo = { 0, --dano 0, --cura {--e_energy [0] = 0, --mana [1] = 0, --rage [3] = 0, --energy (rogues cat) [6] = 0, --runepower (dk) alternatepower = 0, }, {--misc cc_break = 0, --armazena quantas quebras de CC ress = 0, --armazena quantos pessoas ele reviveu interrupt = 0, --armazena quantos interrupt a pessoa deu dispell = 0, --armazena quantos dispell esta pessoa recebeu dead = 0, --armazena quantas vezes essa oessia morreu cooldowns_defensive = 0, --armazena quantos cooldowns a raid usou buff_uptime = 0, debuff_uptime = 0 } } return combatObject end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --core ---create the table which will contain the latest events of the player while alive ---@param self combat ---@param playerName string ---@return table function classCombat:CreateLastEventsTable(playerName) local lastEventsTable = {} for i = 1, Details.deadlog_events do lastEventsTable[i] = {} end lastEventsTable.n = 1 self.player_last_events[playerName] = lastEventsTable return lastEventsTable end ---pass through all actors and check if the activity time is unlocked, if it is, lock it ---@param self combat function classCombat:LockActivityTime() ---@cast self combat ---@type actorcontainer local containerDamage = self:GetContainer(DETAILS_ATTRIBUTE_DAMAGE) ---@type actorcontainer local containerHeal = self:GetContainer(DETAILS_ATTRIBUTE_HEAL) for _, actorObject in containerDamage:ListActors() do if (actorObject:GetOrChangeActivityStatus()) then --check if the timer is unlocked Details222.TimeMachine.StopTime(actorObject) actorObject:GetOrChangeActivityStatus(false) --lock the actor timer else if (actorObject.start_time == 0) then actorObject.start_time = _tempo end if (not actorObject.end_time) then actorObject.end_time = _tempo end end end for _, actorObject in containerHeal:ListActors() do --check if the timer is unlocked if (actorObject:GetOrChangeActivityStatus()) then --lock the actor timer Details222.TimeMachine.StopTime(actorObject) --remove the actor from the time machine actorObject:GetOrChangeActivityStatus(false) else if (actorObject.start_time == 0) then actorObject.start_time = _tempo end if (not actorObject.end_time) then actorObject.end_time = _tempo end end end end function classCombat:seta_data(tipo) if (tipo == Details._detalhes_props.DATA_TYPE_START) then self.data_inicio = date("%H:%M:%S") elseif (tipo == Details._detalhes_props.DATA_TYPE_END) then self.data_fim = date("%H:%M:%S") end end function classCombat:seta_tempo_decorrido() --self.end_time = _tempo self.end_time = GetTime() end ---set combat metatable and class lookup ---@self any ---@param combatObject combat function Details.refresh:r_combate(combatObject) setmetatable(combatObject, Details.combate) combatObject.__index = Details.combate end ---clear combat object ---@self any ---@param combatObject combat function Details.clear:c_combate(combatObject) combatObject.__index = nil combatObject.__call = nil end classCombat.__sub = function(combate1, combate2) if (combate1 ~= Details.tabela_overall) then return end --sub dano for index, actor_T2 in ipairs(combate2[1]._ActorTable) do local actor_T1 = combate1[1]:PegarCombatente (actor_T2.serial, actor_T2.nome, actor_T2.flag_original, true) actor_T1 = actor_T1 - actor_T2 actor_T2:subtract_total (combate1) end combate1 [1].need_refresh = true --sub heal for index, actor_T2 in ipairs(combate2[2]._ActorTable) do local actor_T1 = combate1[2]:PegarCombatente (actor_T2.serial, actor_T2.nome, actor_T2.flag_original, true) actor_T1 = actor_T1 - actor_T2 actor_T2:subtract_total (combate1) end combate1 [2].need_refresh = true --sub energy for index, actor_T2 in ipairs(combate2[3]._ActorTable) do local actor_T1 = combate1[3]:PegarCombatente (actor_T2.serial, actor_T2.nome, actor_T2.flag_original, true) actor_T1 = actor_T1 - actor_T2 actor_T2:subtract_total (combate1) end combate1 [3].need_refresh = true --sub misc for index, actor_T2 in ipairs(combate2[4]._ActorTable) do local actor_T1 = combate1[4]:PegarCombatente (actor_T2.serial, actor_T2.nome, actor_T2.flag_original, true) actor_T1 = actor_T1 - actor_T2 actor_T2:subtract_total (combate1) end combate1 [4].need_refresh = true --reduz o tempo combate1.start_time = combate1.start_time + combate2:GetCombatTime() --apaga as mortes da luta diminuida local amt_mortes = #combate2.last_events_tables --quantas mortes teve nessa luta if (amt_mortes > 0) then for i = #combate1.last_events_tables, #combate1.last_events_tables-amt_mortes, -1 do tremove(combate1.last_events_tables, #combate1.last_events_tables) end end --frags for fragName, fragAmount in pairs(combate2.frags) do if (fragAmount) then if (combate1.frags [fragName]) then combate1.frags [fragName] = combate1.frags [fragName] - fragAmount else combate1.frags [fragName] = fragAmount end end end combate1.frags_need_refresh = true --alternate power local overallPowerTable = combate1.alternate_power for actorName, powerTable in pairs(combate2.alternate_power) do local power = overallPowerTable [actorName] if (power) then power.total = power.total - powerTable.total end combate2.alternate_power [actorName].last = 0 end return combate1 end ---add combatToAdd into combatRecevingTheSum ---@param combatRecevingTheSum combat ---@param combatToAdd combat ---@return combat classCombat.__add = function(combatRecevingTheSum, combatToAdd) ---@type combat local customCombat if (combatRecevingTheSum ~= Details.tabela_overall) then customCombat = combatRecevingTheSum end local bRefreshActor = false for classType = 1, DETAILS_COMBAT_AMOUNT_CONTAINERS do local actorContainer = combatToAdd[classType] local actorTable = actorContainer._ActorTable for _, actorObject in ipairs(actorTable) do ---@cast actorObject actor ---@type actor local actorCreatedInTheReceivingCombat if (classType == classTypeDamage) then actorCreatedInTheReceivingCombat = Details.atributo_damage:AddToCombat(actorObject, bRefreshActor, customCombat) elseif (classType == classTypeHeal) then actorCreatedInTheReceivingCombat = Details.atributo_heal:AddToCombat(actorObject, bRefreshActor, customCombat) elseif (classType == classTypeResource) then actorCreatedInTheReceivingCombat = Details.atributo_energy:r_connect_shadow(actorObject, true, customCombat) elseif (classType == classTypeUtility) then actorCreatedInTheReceivingCombat = Details.atributo_misc:r_connect_shadow(actorObject, true, customCombat) end actorCreatedInTheReceivingCombat.boss_fight_component = actorObject.boss_fight_component or actorCreatedInTheReceivingCombat.boss_fight_component actorCreatedInTheReceivingCombat.fight_component = actorObject.fight_component or actorCreatedInTheReceivingCombat.fight_component actorCreatedInTheReceivingCombat.grupo = actorObject.grupo or actorCreatedInTheReceivingCombat.grupo end end --alternate power local overallPowerTable = combatRecevingTheSum.alternate_power for actorName, powerTable in pairs(combatToAdd.alternate_power) do local alternatePowerTable = overallPowerTable[actorName] if (not alternatePowerTable) then alternatePowerTable = combatRecevingTheSum:CreateAlternatePowerTable(actorName) end alternatePowerTable.total = alternatePowerTable.total + powerTable.total combatToAdd.alternate_power[actorName].last = 0 end --cast amount local combat1CastData = combatRecevingTheSum.amountCasts for actorName, castData in pairs(combatToAdd.amountCasts) do local playerCastTable = combat1CastData[actorName] if (not playerCastTable) then playerCastTable = {} combat1CastData[actorName] = playerCastTable end for spellName, amountOfCasts in pairs(castData) do local spellAmount = playerCastTable[spellName] if (not spellAmount) then spellAmount = 0 playerCastTable[spellName] = spellAmount end playerCastTable[spellName] = spellAmount + amountOfCasts end end return combatRecevingTheSum end function Details:UpdateCombat() _tempo = Details._tempo end