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local addonName, Details222 = ...
local Details = _G.Details
local _
local ipairs = ipairs
local _time = _G.time
local timeMachine = Details.timeMachine
local _tempo = _time()
timeMachine.bIsEnabled = false
local calculateTimeFor_PvP = function(self)
for attributeType, thisDatabase in ipairs(self.playerDatabase) do
for actorObject in pairs(thisDatabase) do
if (not actorObject.last_event) then
print("actor without last event, is destroyed?", actorObject.__destroyed, actorObject.__destroyedBy)
end
if (actorObject.last_event + 3 > _tempo) then
if (actorObject.on_hold) then --the timer is on pause, turn it on
Details222.TimeMachine.SetOrGetPauseState(actorObject, false)
end
else
if (not actorObject.on_hold) then --not in pause, need to pause
--check if the player is casting something that takes more than 3 seconds
Details222.TimeMachine.SetOrGetPauseState(actorObject, true)
end
end
end
end
end
local calculateTimeFor_PvE = function(self)
for attributeType, thisDatabase in ipairs(self.playerDatabase) do
for actorObject in pairs(thisDatabase) do
if (not actorObject.last_event) then
print("actor without last event, is destroyed?", actorObject.__destroyed, actorObject.__destroyedBy)
end
if (actorObject.last_event + 10 > _tempo) then
if (actorObject.on_hold) then --the timer is on pause, turn it on
Details222.TimeMachine.SetOrGetPauseState(actorObject, false)
end
else
if (not actorObject.on_hold) then --not in pause, need to pause
--check if the player is casting something that takes more than 3 seconds
Details222.TimeMachine.SetOrGetPauseState(actorObject, true)
end
end
end
end
end
function Details222.TimeMachine.Ticker()
_tempo = _time()
Details._tempo = _tempo
Details:UpdateGears() --update _tempo variable in 3 core files
if (Details.is_in_battleground or Details.is_in_arena) then
return calculateTimeFor_PvP(timeMachine)
else
return calculateTimeFor_PvE(timeMachine)
end
end
function Details222.TimeMachine.Start()
timeMachine.updateTicker = Details.Schedules.NewTicker(1, Details222.TimeMachine.Ticker)
timeMachine.bIsEnabled = true
---@type table<actor, boolean>
local storeDamageActors = setmetatable({}, Details.weaktable)
---@type table<actor, boolean>
local storeHealingActors = setmetatable({}, Details.weaktable)
---@type {key1: table<actor, boolean>, key2: table<actor, boolean>}
timeMachine.playerDatabase = {
storeDamageActors, --store damage actors
storeHealingActors --store healing actors
}
---@type combat
local currentCombat = Details:GetCurrentCombat()
---@type actorcontainer
local damageContainer = currentCombat:GetContainer(DETAILS_ATTRIBUTE_DAMAGE)
for _, actorObject in damageContainer:ListActors() do
---@cast actorObject actor
if (actorObject.dps_started) then
Details222.TimeMachine.AddActor(actorObject)
end
end
end
---remove actors with __destroyed flag
function Details222.TimeMachine.Cleanup()
for attributeType, thisDatabase in ipairs(timeMachine.playerDatabase) do
for actorObject in pairs(thisDatabase) do
if (actorObject.__destroyed) then
thisDatabase[actorObject] = nil
end
end
end
end
function Details222.TimeMachine.Restart()
Details:Destroy(timeMachine.playerDatabase[1])
Details:Destroy(timeMachine.playerDatabase[2])
---@type table<actor, boolean>
local storeDamageActors = setmetatable({}, Details.weaktable)
---@type table<actor, boolean>
local storeHealingActors = setmetatable({}, Details.weaktable)
---@type {key1: table<actor, boolean>, key2: table<actor, boolean>}
timeMachine.playerDatabase = {
storeDamageActors, --store damage actors
storeHealingActors --store healing actors
}
end
---@param actorObject actor
function Details222.TimeMachine.RemoveActor(actorObject)
local thisDatabase = timeMachine.playerDatabase[actorObject.tipo]
--check if the database exists, the type could be wrong due to passing an resource or utility actor
if (thisDatabase) then
if (thisDatabase[actorObject]) then
thisDatabase[actorObject] = nil
end
end
end
function Details222.TimeMachine.AddActor(actorObject)
local thisDatabase = timeMachine.playerDatabase[actorObject.tipo]
if (thisDatabase) then
thisDatabase[actorObject] = true
end
end
function Details222.TimeMachine.StopTime(actorObject)
if (actorObject.end_time) then
return
end
if (actorObject.on_hold) then
Details222.TimeMachine.SetOrGetPauseState(actorObject, false)
end
actorObject.end_time = _tempo
end
---get the pause state or pause/unpause the timer of the player
---@param actorObject actor
---@param bIsPaused boolean|nil
function Details222.TimeMachine.SetOrGetPauseState(actorObject, bIsPaused)
if (bIsPaused == nil) then
return actorObject.on_hold --return if the timer is paused or not
elseif (bIsPaused) then --if true - pause the timer
if (not actorObject.last_event) then
print("actor without last event, is destroyed?", actorObject.__destroyed, actorObject.__destroyedBy)
end
actorObject.delay = math.floor(actorObject.last_event) --_tempo - 10
if (actorObject.delay < actorObject.start_time) then
actorObject.delay = actorObject.start_time
end
actorObject.on_hold = true
else --if false - unpause the timer
local diff = _tempo - actorObject.delay - 1
if (diff > 0) then
actorObject.start_time = actorObject.start_time + diff
end
actorObject.on_hold = false
end
end
---@param self actor
function Details:Tempo()
if (self.pvp) then
--pvp timer
if (self.end_time) then --the timer of the player is locked
local timer = self.end_time - self.start_time
if (timer < 3) then
timer = 3
end
return timer
elseif (self.on_hold) then --the timer is paused
local timer = self.delay - self.start_time
if (timer < 3) then
timer = 3
end
return timer
else
if (self.start_time == 0) then
return 3
end
local timer = _tempo - self.start_time
if (timer < 3) then
if (Details.in_combat) then
local combat_time = Details.tabela_vigente:GetCombatTime()
if (combat_time < 3) then
return combat_time
end
end
timer = 3
end
return timer
end
else
--pve timer
if (self.end_time) then --the timer of the player is locked
local timer = self.end_time - self.start_time
if (timer < 10) then
timer = 10
end
return timer
elseif (self.on_hold) then --the timer is paused
local timer = self.delay - self.start_time
if (timer < 10) then
timer = 10
end
return timer
else
if (self.start_time == 0) then
return 10
end
local timer = _tempo - self.start_time
if (timer < 10) then
if (Details.in_combat) then
---@type combat
local currentCombat = Details:GetCurrentCombat()
local combatTime = currentCombat:GetCombatTime()
if (combatTime < 10) then
return combatTime
end
end
timer = 10
end
return timer
end
end
end