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local _detalhes = _G._detalhes
local _
local addonName, Details222 = ...
local AceLocale = LibStub("AceLocale-3.0")
local Loc = AceLocale:GetLocale ( "Details" )
local Translit = LibStub("LibTranslit-1.0")
--lua locals
local _math_floor = math.floor
local setmetatable = setmetatable
local pairs = pairs
local ipairs = ipairs
local _unpack = unpack
local type = type
local _table_sort = table.sort
local _cstr = string.format
local tinsert = table.insert
local _math_min = math.min
local _math_ceil = math.ceil
--api locals
local GetSpellInfo = GetSpellInfo
local _GetSpellInfo = _detalhes.getspellinfo
local IsInRaid = IsInRaid
local IsInGroup = IsInGroup
local _string_replace = _detalhes.string.replace --details api
local gump = _detalhes.gump
local detailsFramework = DetailsFramework
local alvo_da_habilidade = _detalhes.alvo_da_habilidade
local container_habilidades = _detalhes.container_habilidades
local container_combatentes = _detalhes.container_combatentes
local atributo_heal = _detalhes.atributo_heal
local habilidade_cura = _detalhes.habilidade_cura
local container_playernpc = _detalhes.container_type.CONTAINER_PLAYERNPC
local container_heal = _detalhes.container_type.CONTAINER_HEAL_CLASS
local container_heal_target = _detalhes.container_type.CONTAINER_HEALTARGET_CLASS
local modo_ALONE = _detalhes.modos.alone
local modo_GROUP = _detalhes.modos.group
local modo_ALL = _detalhes.modos.all
local class_type = _detalhes.atributos.cura
local DATA_TYPE_START = _detalhes._detalhes_props.DATA_TYPE_START
local DATA_TYPE_END = _detalhes._detalhes_props.DATA_TYPE_END
local div_abre = _detalhes.divisores.abre
local div_fecha = _detalhes.divisores.fecha
local div_lugar = _detalhes.divisores.colocacao
local ToKFunctions = _detalhes.ToKFunctions
local SelectedToKFunction = ToKFunctions [1]
local UsingCustomRightText = false
local UsingCustomLeftText = false
local FormatTooltipNumber = ToKFunctions [8]
local TooltipMaximizedMethod = 1
local headerColor = "yellow"
local info = _detalhes.playerDetailWindow
local keyName
function atributo_heal:NovaTabela (serial, nome, link)
local alphabetical = _detalhes:GetOrderNumber(nome)
--constructor
local thisActor = {
tipo = class_type, --atributo 2 = cura
total = alphabetical,
totalover = alphabetical,
totalabsorb = alphabetical,
totaldenied = alphabetical,
custom = 0,
total_without_pet = alphabetical,
totalover_without_pet = alphabetical,
healing_taken = alphabetical, --total de cura que este jogador recebeu
healing_from = {}, --armazena os nomes que deram cura neste jogador
iniciar_hps = false, --dps_started
last_event = 0,
on_hold = false,
delay = 0,
last_value = nil, --ultimo valor que este jogador teve, salvo quando a barra dele � atualizada
last_hps = 0, --cura por segundo
end_time = nil,
start_time = 0,
pets = {}, --nome j� formatado: pet nome <owner nome>
heal_enemy = {}, --quando o jogador cura um inimigo
heal_enemy_amt = 0,
--container armazenar� os IDs das habilidades usadas por este jogador
spells = container_habilidades:NovoContainer (container_heal),
--container armazenar� os seriais dos alvos que o player aplicou dano
targets = {},
targets_overheal = {},
targets_absorbs = {}
}
detailsFramework:Mixin(thisActor, Details222.Mixins.ActorMixin)
setmetatable(thisActor, atributo_heal)
return thisActor
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--npc healing taken
--local npchealingtaken_tooltip_background = {value = 100, color = {0.1960, 0.1960, 0.1960, 0.9097}, texture = [[Interface\AddOns\Details\images\bar_background2]]}
--tooltip function
local function RefreshNpcHealingTakenBar(tabela, barra, instancia)
atributo_damage:UpdateNpcHealingTaken(tabela, tabela.minha_barra, barra.colocacao, instancia)
end
local on_switch_NHT_show = function(instance) --npc healing taken
instance:TrocaTabela(instance, true, 1, 8)
return true
end
--local NHT_search_code = [[]]
function _detalhes.SortGroupHeal (container, keyName2)
keyName = keyName2
return _table_sort (container, _detalhes.SortKeyGroupHeal)
end
function _detalhes.SortKeyGroupHeal (table1, table2)
if (table1.grupo and table2.grupo) then
return table1 [keyName] > table2 [keyName]
elseif (table1.grupo and not table2.grupo) then
return true
elseif (not table1.grupo and table2.grupo) then
return false
else
return table1 [keyName] > table2 [keyName]
end
end
function _detalhes.SortKeySimpleHeal (table1, table2)
return table1 [keyName] > table2 [keyName]
end
function _detalhes:ContainerSortHeal (container, amount, keyName2)
keyName = keyName2
_table_sort (container, _detalhes.SortKeySimpleHeal)
if (amount) then
for i = amount, 1, -1 do --de tr�s pra frente
if (container[i][keyName] < 1) then
amount = amount-1
else
break
end
end
return amount
end
end
function atributo_heal:ContainerRefreshHps (container, combat_time)
local total = 0
if (_detalhes.time_type == 2 or not _detalhes:CaptureGet("heal")) then
for _, actor in ipairs(container) do
if (actor.grupo) then
actor.last_hps = actor.total / combat_time
else
actor.last_hps = actor.total / actor:Tempo()
end
total = total + actor.last_hps
end
else
for _, actor in ipairs(container) do
actor.last_hps = actor.total / actor:Tempo()
total = total + actor.last_hps
end
end
return total
end
function atributo_heal:ReportSingleDamagePreventedLine (actor, instancia)
local barra = instancia.barras [actor.minha_barra]
local reportar = {"Details!: " .. actor.nome .. " - " .. Loc ["STRING_ATTRIBUTE_HEAL_PREVENT"]}
for i = 2, GameCooltip:GetNumLines()-2 do
local texto_left, texto_right = GameCooltip:GetText (i)
if (texto_left and texto_right) then
texto_left = texto_left:gsub(("|T(.*)|t "), "")
reportar [#reportar+1] = ""..texto_left.." "..texto_right..""
end
end
return _detalhes:Reportar (reportar, {_no_current = true, _no_inverse = true, _custom = true})
end
function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, exportar)
local showing = tabela_do_combate [class_type] --o que esta sendo mostrado -> [1] - dano [2] - cura
--n�o h� barras para mostrar -- not have something to show
if (#showing._ActorTable < 1) then --n�o h� barras para mostrar
--colocado isso recentemente para fazer as barras de dano sumirem na troca de atributo
return _detalhes:EsconderBarrasNaoUsadas (instancia, showing), "", 0, 0
end
--total
local total = 0
--top actor #1
instancia.top = 0
local using_cache = false
local sub_atributo = instancia.sub_atributo --o que esta sendo mostrado nesta inst�ncia
local conteudo = showing._ActorTable
local amount = #conteudo
local modo = instancia.modo
--pega qual a sub key que ser� usada
if (exportar) then
if (type(exportar) == "boolean") then
if (sub_atributo == 1) then --healing DONE
keyName = "total"
elseif (sub_atributo == 2) then --HPS
keyName = "last_hps"
elseif (sub_atributo == 3) then --overheal
keyName = "totalover"
elseif (sub_atributo == 4) then --healing take
keyName = "healing_taken"
elseif (sub_atributo == 5) then --enemy heal
keyName = "heal_enemy_amt"
elseif (sub_atributo == 6) then --absorbs
keyName = "totalabsorb"
elseif (sub_atributo == 7) then --heal absorb
keyName = "totaldenied"
end
else
keyName = exportar.key
modo = exportar.modo
end
elseif (instancia.atributo == 5) then --custom
keyName = "custom"
total = tabela_do_combate.totals [instancia.customName]
else
if (sub_atributo == 1) then --healing DONE
keyName = "total"
elseif (sub_atributo == 2) then --HPS
keyName = "last_hps"
elseif (sub_atributo == 3) then --overheal
keyName = "totalover"
elseif (sub_atributo == 4) then --healing take
keyName = "healing_taken"
elseif (sub_atributo == 5) then --enemy heal
keyName = "heal_enemy_amt"
elseif (sub_atributo == 6) then --absorbs
keyName = "totalabsorb"
elseif (sub_atributo == 7) then --heal absorb
keyName = "totaldenied"
end
end
if (instancia.atributo == 5) then --custom
--faz o sort da categoria e retorna o amount corrigido
amount = _detalhes:ContainerSortHeal (conteudo, amount, keyName)
--grava o total
instancia.top = conteudo[1][keyName]
elseif (instancia.modo == modo_ALL or sub_atributo == 5 or sub_atributo == 7) then --mostrando ALL
amount = _detalhes:ContainerSortHeal (conteudo, amount, keyName)
if (sub_atributo == 2) then --hps
local combat_time = instancia.showing:GetCombatTime()
total = atributo_heal:ContainerRefreshHps (conteudo, combat_time)
else
--pega o total ja aplicado na tabela do combate
total = tabela_do_combate.totals [class_type]
end
--grava o total
instancia.top = conteudo[1][keyName]
elseif (instancia.modo == modo_GROUP) then --mostrando GROUP
if (_detalhes.in_combat and instancia.segmento == 0 and not exportar) then
using_cache = true
end
if (using_cache) then
conteudo = _detalhes.cache_healing_group
if (sub_atributo == 2) then --hps
local combat_time = instancia.showing:GetCombatTime()
atributo_heal:ContainerRefreshHps (conteudo, combat_time)
end
if (#conteudo < 1) then
return _detalhes:EsconderBarrasNaoUsadas (instancia, showing), "", 0, 0
end
_detalhes:ContainerSortHeal (conteudo, nil, keyName)
if (conteudo[1][keyName] < 1) then
amount = 0
else
instancia.top = conteudo[1][keyName]
amount = #conteudo
end
for i = 1, amount do
total = total + conteudo[i][keyName]
end
else
if (sub_atributo == 2) then --hps
local combat_time = instancia.showing:GetCombatTime()
atributo_heal:ContainerRefreshHps (conteudo, combat_time)
end
_detalhes.SortGroupHeal (conteudo, keyName)
end
--
if (not using_cache) then
for index, player in ipairs(conteudo) do
if (player.grupo) then --� um player e esta em grupo
if (player[keyName] < 1) then --dano menor que 1, interromper o loop
amount = index - 1
break
elseif (index == 1) then --esse IF aqui, precisa mesmo ser aqui? n�o daria pra pega-lo com uma chave [1] nad grupo == true?
instancia.top = conteudo[1][keyName]
end
total = total + player[keyName]
else
amount = index-1
break
end
end
end
end
--refaz o mapa do container
--se for cache n�o precisa remapear
showing:remapear()
if (exportar) then
return total, keyName, instancia.top, amount
end
if (amount < 1) then --n�o h� barras para mostrar
instancia:EsconderScrollBar()
return _detalhes:EndRefresh (instancia, total, tabela_do_combate, showing) --retorna a tabela que precisa ganhar o refresh
end
--estra mostrando ALL ent�o posso seguir o padr�o correto? primeiro, atualiza a scroll bar...
instancia:RefreshScrollBar (amount)
--depois faz a atualiza��o normal dele atrav�s dos iterators
local whichRowLine = 1
local barras_container = instancia.barras --evita buscar N vezes a key .barras dentro da inst�ncia
local percentage_type = instancia.row_info.percent_type
local bars_show_data = instancia.row_info.textR_show_data
local bars_brackets = instancia:GetBarBracket()
local bars_separator = instancia:GetBarSeparator()
local baseframe = instancia.baseframe
local use_animations = _detalhes.is_using_row_animations and (not baseframe.isStretching and not forcar and not baseframe.isResizing)
if (total == 0) then
total = 0.00000001
end
local myPos
local following = instancia.following.enabled
if (following) then
if (using_cache) then
local pname = _detalhes.playername
for i, actor in ipairs(conteudo) do
if (actor.nome == pname) then
myPos = i
break
end
end
else
myPos = showing._NameIndexTable [_detalhes.playername]
end
end
local combat_time = instancia.showing:GetCombatTime()
UsingCustomLeftText = instancia.row_info.textL_enable_custom_text
UsingCustomRightText = instancia.row_info.textR_enable_custom_text
local use_total_bar = false
if (instancia.total_bar.enabled) then
use_total_bar = true
if (instancia.total_bar.only_in_group and (not IsInGroup() and not IsInRaid())) then
use_total_bar = false
end
end
if (instancia.bars_sort_direction == 1) then --top to bottom
if (use_total_bar and instancia.barraS[1] == 1) then
whichRowLine = 2
local iter_last = instancia.barraS[2]
if (iter_last == instancia.rows_fit_in_window) then
iter_last = iter_last - 1
end
local row1 = barras_container [1]
row1.minha_tabela = nil
row1.lineText1:SetText(Loc ["STRING_TOTAL"])
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(row1, "", _detalhes:ToK2 (total), _detalhes:ToK (total / combat_time))
else
row1.lineText4:SetText(_detalhes:ToK2 (total) .. " (" .. _detalhes:ToK (total / combat_time) .. ")")
end
row1:SetValue(100)
local r, g, b = unpack(instancia.total_bar.color)
row1.textura:SetVertexColor(r, g, b)
row1.icone_classe:SetTexture(instancia.total_bar.icon)
row1.icone_classe:SetTexCoord(0.0625, 0.9375, 0.0625, 0.9375)
Details.FadeHandler.Fader(row1, "out")
if (following and myPos and myPos+1 > instancia.rows_fit_in_window and instancia.barraS[2] < myPos+1) then
for i = instancia.barraS[1], iter_last-1, 1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instancia, barras_container, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
conteudo[myPos]:RefreshLine(instancia, barras_container, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
else
for i = instancia.barraS[1], iter_last, 1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instancia, barras_container, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
else
if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
for i = instancia.barraS[1], instancia.barraS[2]-1, 1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instancia, barras_container, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
conteudo[myPos]:RefreshLine(instancia, barras_container, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
else
for i = instancia.barraS[1], instancia.barraS[2], 1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instancia, barras_container, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
end
elseif (instancia.bars_sort_direction == 2) then --bottom to top
if (use_total_bar and instancia.barraS[1] == 1) then
whichRowLine = 2
local iter_last = instancia.barraS[2]
if (iter_last == instancia.rows_fit_in_window) then
iter_last = iter_last - 1
end
local row1 = barras_container [1]
row1.minha_tabela = nil
row1.lineText1:SetText(Loc ["STRING_TOTAL"])
--
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(row1, "", _detalhes:ToK2(total), _detalhes:ToK(total / combat_time))
else
row1.lineText4:SetText(_detalhes:ToK2 (total) .. " (" .. _detalhes:ToK (total / combat_time) .. ")")
end
row1:SetValue(100)
local r, g, b = unpack(instancia.total_bar.color)
row1.textura:SetVertexColor(r, g, b)
row1.icone_classe:SetTexture(instancia.total_bar.icon)
row1.icone_classe:SetTexCoord(0.0625, 0.9375, 0.0625, 0.9375)
Details.FadeHandler.Fader(row1, "out")
if (following and myPos and myPos+1 > instancia.rows_fit_in_window and instancia.barraS[2] < myPos+1) then
conteudo[myPos]:RefreshLine(instancia, barras_container, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
for i = iter_last-1, instancia.barraS[1], -1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instancia, barras_container, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
else
for i = iter_last, instancia.barraS[1], -1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instancia, barras_container, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
else
if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
conteudo[myPos]:RefreshLine(instancia, barras_container, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
for i = instancia.barraS[2]-1, instancia.barraS[1], -1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instancia, barras_container, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
else
for i = instancia.barraS[2], instancia.barraS[1], -1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instancia, barras_container, whichRowLine, i, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
end
end
if (use_animations) then
instancia:PerformAnimations (whichRowLine - 1)
end
if (instancia.atributo == 5) then --custom
--zerar o .custom dos Actors
for index, player in ipairs(conteudo) do
if (player.custom > 0) then
player.custom = 0
else
break
end
end
end
--beta, hidar barras n�o usadas durante um refresh for�ado
if (forcar) then
if (instancia.modo == 2) then --group
for i = whichRowLine, instancia.rows_fit_in_window do
Details.FadeHandler.Fader(instancia.barras [i], "in", Details.fade_speed)
end
end
end
instancia:AutoAlignInLineFontStrings()
-- showing.need_refresh = false
return Details:EndRefresh (instancia, total, tabela_do_combate, showing) --retorna a tabela que precisa ganhar o refresh
end
local actor_class_color_r, actor_class_color_g, actor_class_color_b
--function atributo_heal:RefreshLine(instancia, whichRowLine, lugar, total, sub_atributo, forcar)
function atributo_heal:RefreshLine(instancia, barras_container, whichRowLine, lugar, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
local thisLine = instancia.barras[whichRowLine] --pega a refer�ncia da barra na janela
if (not thisLine) then
print("DEBUG: problema com <instancia.thisLine> "..whichRowLine.." "..lugar)
return
end
local tabela_anterior = thisLine.minha_tabela
thisLine.minha_tabela = self --grava uma refer�ncia dessa classe de dano na barra
self.minha_barra = thisLine --salva uma refer�ncia da barra no objeto do jogador
thisLine.colocacao = lugar --salva na barra qual a coloca��o dela.
self.colocacao = lugar --salva qual a coloca��o do jogador no objeto dele
local healing_total = self.total --total de dano que este jogador deu
local hps
--local porcentagem = self [keyName] / total * 100
local porcentagem
local esta_porcentagem
if (percentage_type == 1) then
porcentagem = _cstr ("%.1f", self [keyName] / total * 100)
elseif (percentage_type == 2) then
porcentagem = _cstr ("%.1f", self [keyName] / instancia.top * 100)
end
if ((_detalhes.time_type == 2 and self.grupo) or (not _detalhes:CaptureGet("heal") and not _detalhes:CaptureGet("aura")) or instancia.segmento == -1) then
if (instancia.segmento == -1 and combat_time == 0) then
local p = _detalhes.tabela_vigente(2, self.nome)
if (p) then
local t = p:Tempo()
hps = healing_total / t
self.last_hps = hps
else
hps = healing_total / combat_time
self.last_hps = hps
end
else
hps = healing_total / combat_time
self.last_hps = hps
end
else -- /dump _detalhes:GetCombat(2)(1, "Ditador").on_hold
if (not self.on_hold) then
hps = healing_total/self:Tempo() --calcula o dps deste objeto
self.last_hps = hps --salva o dps dele
else
hps = self.last_hps
if (hps == 0) then --n�o calculou o dps dele ainda mas entrou em standby
hps = healing_total/self:Tempo()
self.last_hps = hps
end
end
end
-- >>>>>>>>>>>>>>> texto da direita
if (instancia.atributo == 5) then --custom
--
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(thisLine, "", _detalhes:ToK (self.custom), porcentagem .. "%")
else
thisLine.lineText4:SetText(_detalhes:ToK (self.custom) .. " (" .. porcentagem .. "%)")
end
esta_porcentagem = _math_floor((self.custom/instancia.top) * 100)
else
if (sub_atributo == 1) then --mostrando healing done
hps = _math_floor(hps)
local formated_heal = SelectedToKFunction (_, healing_total)
local formated_hps = SelectedToKFunction (_, hps)
thisLine.ps_text = formated_hps
if (not bars_show_data [1]) then
formated_heal = ""
end
if (not bars_show_data [2]) then
formated_hps = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_heal .. bars_brackets[1] .. formated_hps .. bars_separator .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText(_string_replace (instancia.row_info.textR_custom_text, formated_heal, formated_hps, porcentagem, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(thisLine, formated_heal, formated_hps, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor((healing_total/instancia.top) * 100)
elseif (sub_atributo == 2) then --mostrando hps
hps = _math_floor(hps)
local formated_heal = SelectedToKFunction (_, healing_total)
local formated_hps = SelectedToKFunction (_, hps)
thisLine.ps_text = formated_hps
if (not bars_show_data [1]) then
formated_hps = ""
end
if (not bars_show_data [2]) then
formated_heal = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_hps .. bars_brackets[1] .. formated_heal .. bars_separator .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText(_string_replace (instancia.row_info.textR_custom_text, formated_hps, formated_heal, porcentagem, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(thisLine, formated_hps, formated_heal, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor((hps/instancia.top) * 100)
elseif (sub_atributo == 3) then --mostrando overall
local formated_overheal = SelectedToKFunction (_, self.totalover)
local percent = self.totalover / (self.totalover + self.total) * 100
local overheal_percent = _cstr ("%.1f", percent)
local rr, gg, bb = _detalhes:percent_color (percent, true)
rr, gg, bb = _detalhes:hex (_math_floor(rr*255)), _detalhes:hex (_math_floor(gg*255)), _detalhes:hex (_math_floor(bb*255))
overheal_percent = "|cFF" .. rr .. gg .. bb .. overheal_percent .. "|r"
if (not bars_show_data [1]) then
formated_overheal = ""
end
if (not bars_show_data [3]) then
overheal_percent = ""
else
overheal_percent = overheal_percent .. "%"
end
local rightText = formated_overheal .. bars_brackets[1] .. overheal_percent .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText(_string_replace (instancia.row_info.textR_custom_text, formated_overheal, "", overheal_percent, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(thisLine, "", formated_overheal, overheal_percent)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor((self.totalover/instancia.top) * 100)
elseif (sub_atributo == 4) then --mostrando healing taken
local formated_healtaken = SelectedToKFunction (_, self.healing_taken)
if (not bars_show_data [1]) then
formated_healtaken = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_healtaken .. bars_brackets[1] .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText(_string_replace (instancia.row_info.textR_custom_text, formated_healtaken, "", porcentagem, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(thisLine, "", formated_healtaken, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor((self.healing_taken/instancia.top) * 100)
elseif (sub_atributo == 5) then --mostrando enemy heal
local formated_enemyheal = SelectedToKFunction (_, self.heal_enemy_amt)
if (not bars_show_data [1]) then
formated_enemyheal = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_enemyheal .. bars_brackets[1] .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText(_string_replace (instancia.row_info.textR_custom_text, formated_enemyheal, "", porcentagem, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(thisLine, "", formated_enemyheal, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor((self.heal_enemy_amt/instancia.top) * 100)
elseif (sub_atributo == 6) then --mostrando damage prevented
local formated_absorbs = SelectedToKFunction (_, self.totalabsorb)
if (not bars_show_data [1]) then
formated_absorbs = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_absorbs .. bars_brackets[1] .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText(_string_replace (instancia.row_info.textR_custom_text, formated_absorbs, "", porcentagem, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(thisLine, "", formated_absorbs, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor((self.totalabsorb/instancia.top) * 100)
elseif (sub_atributo == 7) then --mostrando cura negada
local formated_absorbs = SelectedToKFunction (_, self.totaldenied)
if (not bars_show_data [1]) then
formated_absorbs = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = formated_absorbs .. bars_brackets[1] .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
thisLine.lineText4:SetText(_string_replace (instancia.row_info.textR_custom_text, formated_absorbs, "", porcentagem, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(thisLine, "", formated_absorbs, porcentagem)
else
thisLine.lineText4:SetText(rightText)
end
end
esta_porcentagem = _math_floor((self.totaldenied/instancia.top) * 100)
end
end
if (thisLine.mouse_over and not instancia.baseframe.isMoving) then --precisa atualizar o tooltip
gump:UpdateTooltip (whichRowLine, thisLine, instancia)
end
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
return self:RefreshBarra2 (thisLine, instancia, tabela_anterior, forcar, esta_porcentagem, whichRowLine, barras_container, use_animations)
end
function atributo_heal:RefreshBarra2 (thisLine, instancia, tabela_anterior, forcar, esta_porcentagem, whichRowLine, barras_container, use_animations)
--primeiro colocado
if (thisLine.colocacao == 1) then
if (not tabela_anterior or tabela_anterior ~= thisLine.minha_tabela or forcar) then
thisLine:SetValue(100)
if (thisLine.hidden or thisLine.fading_in or thisLine.faded) then
Details.FadeHandler.Fader(thisLine, "out")
end
return self:RefreshBarra(thisLine, instancia)
else
return
end
else
if (thisLine.hidden or thisLine.fading_in or thisLine.faded) then
thisLine:SetValue(esta_porcentagem)
if (use_animations) then
thisLine.animacao_fim = esta_porcentagem
else
thisLine.animacao_ignorar = true
end
Details.FadeHandler.Fader(thisLine, "out")
if (instancia.row_info.texture_class_colors) then
thisLine.textura:SetVertexColor(actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (instancia.row_info.texture_background_class_color) then
thisLine.background:SetVertexColor(actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
return self:RefreshBarra(thisLine, instancia)
else
--agora esta comparando se a tabela da barra � diferente da tabela na atualiza��o anterior
if (not tabela_anterior or tabela_anterior ~= thisLine.minha_tabela or forcar) then --aqui diz se a barra do jogador mudou de posi��o ou se ela apenas ser� atualizada
if (use_animations) then
thisLine.animacao_fim = esta_porcentagem
else
thisLine:SetValue(esta_porcentagem)
thisLine.animacao_ignorar = true
end
thisLine.last_value = esta_porcentagem --reseta o ultimo valor da barra
return self:RefreshBarra(thisLine, instancia)
elseif (esta_porcentagem ~= thisLine.last_value) then --continua mostrando a mesma tabela ent�o compara a porcentagem
--apenas atualizar
if (use_animations) then
thisLine.animacao_fim = esta_porcentagem
else
thisLine:SetValue(esta_porcentagem)
end
thisLine.last_value = esta_porcentagem
return self:RefreshBarra(thisLine, instancia)
end
end
end
end
function atributo_heal:RefreshBarra(thisLine, instancia, from_resize)
local class, enemy, arena_enemy, arena_ally = self.classe, self.enemy, self.arena_enemy, self.arena_ally
if (from_resize) then
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
end
--icon
self:SetClassIcon (thisLine.icone_classe, instancia, class)
--texture color
self:SetBarColors(thisLine, instancia, actor_class_color_r, actor_class_color_g, actor_class_color_b)
--left text
self:SetBarLeftText (thisLine, instancia, enemy, arena_enemy, arena_ally, UsingCustomLeftText)
thisLine.lineText1:SetSize(thisLine:GetWidth() - thisLine.lineText4:GetStringWidth() - 20, 15)
end
function _detalhes:CloseShields(combat)
if (not _detalhes.parser_options.shield_overheal) then
return
end
local shieldCache = _detalhes.ShieldCache
local container = combat[2]
local timeNow = time()
local parser = _detalhes.parser
local getSpellInfo = GetSpellInfo --does not add the spell into the spell info cache
for targetName, spellid_table in pairs(shieldCache) do
local tgt = container:PegarCombatente (_, targetName)
if (tgt) then
for spellid, owner_table in pairs(spellid_table) do
local spellname = getSpellInfo(spellid)
for owner, amount in pairs(owner_table) do
if (amount > 0) then
local obj = container:PegarCombatente (_, owner)
if (obj) then
parser:heal("SPELL_AURA_REMOVED", timeNow, obj.serial, owner, obj.flag_original, tgt.serial, targetName, tgt.flag_original, nil, spellid, spellname, nil, 0, _math_ceil (amount), 0, 0, nil, true)
end
end
end
end
end
end
end
--------------------------------------------- // TOOLTIPS // ---------------------------------------------
---------TOOLTIPS BIFURCA��O ~tooltip
function atributo_heal:ToolTip (instancia, numero, barra, keydown)
--seria possivel aqui colocar o icone da classe dele?
if (instancia.atributo == 5) then --custom
return self:TooltipForCustom (barra)
else
--GameTooltip:ClearLines()
--GameTooltip:AddLine(barra.colocacao..". "..self.nome)
if (instancia.sub_atributo <= 3) then --healing done, HPS or Overheal
return self:ToolTip_HealingDone (instancia, numero, barra, keydown)
elseif (instancia.sub_atributo == 6) then --healing done, HPS or Overheal
return self:ToolTip_HealingDone (instancia, numero, barra, keydown)
elseif (instancia.sub_atributo == 4) then --healing taken
return self:ToolTip_HealingTaken (instancia, numero, barra, keydown)
elseif (instancia.sub_atributo == 7) then --heal denied
return self:ToolTip_HealingDenied (instancia, numero, barra, keydown)
end
end
end
--tooltip locals
local r, g, b
local barAlha = .6
---------HEAL DENIED
function atributo_heal:ToolTip_HealingDenied (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack(_detalhes.class_colors [owner.classe])
else
r, g, b = unpack(_detalhes.class_colors [self.classe])
end
local container = instancia.showing [2]
local totalDenied = self.totaldenied
local spellList = {} --spells the player used to deny heal
local targetList = {} --all players affected
local spellsDenied = {} --all spells which had heal denied
local healersDenied = {} --heal denied on healers
local icon_size = _detalhes.tooltip.icon_size
local icon_border = _detalhes.tooltip.icon_border_texcoord
for spellID, spell in pairs(self.spells._ActorTable) do
if (spell.totaldenied > 0 and spell.heal_denied) then
--my spells which denied heal
tinsert(spellList, {spell, spell.totaldenied})
--players affected
for playerName, amount in pairs(spell.targets) do
targetList [playerName] = (targetList [playerName] or 0) + amount
end
--spells with heal denied
for spellID, amount in pairs(spell.heal_denied) do
spellsDenied [spellID] = (spellsDenied [spellID] or 0) + amount
end
--healers denied
for healerName, amount in pairs(spell.heal_denied_healers) do
healersDenied [healerName] = (healersDenied [healerName] or 0) + amount
end
end
end
--Spells
table.sort (spellList, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText ("Spells", headerColor, #spellList, [[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 0.10546875, 0.89453125, 0.05859375, 0.6796875)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local ismaximized = false
if (keydown == "shift" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 3) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay2)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
ismaximized = true
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay1)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local tooltip_max_abilities = _detalhes.tooltip.tooltip_max_abilities
if (ismaximized) then
tooltip_max_abilities = 99
end
for i = 1, _math_min(tooltip_max_abilities, #spellList) do
local spellObject, spellTotal = unpack(spellList [i])
if (spellTotal < 1) then
break
end
local spellName, _, spellIcon = _GetSpellInfo(spellObject.id)
GameCooltip:AddLine(spellName .. ": ", FormatTooltipNumber (_, spellTotal) .. " (" .. _cstr ("%.1f", spellTotal / totalDenied) .."%)")
GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar()
end
-- follow esta bugado com este display
--Target Players
local playerSorted = {}
for playerName, amount in pairs(targetList) do
tinsert(playerSorted, {playerName, amount})
end
table.sort (playerSorted, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText ("Targets", headerColor, #playerSorted, [[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 0.10546875, 0.89453125, 0.05859375, 0.6796875)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local ismaximized = false
if (keydown == "ctrl" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 4) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_ctrl]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay2)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
ismaximized = true
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_ctrl]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay1)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local tooltip_max_abilities2 = _detalhes.tooltip.tooltip_max_targets
if (ismaximized) then
tooltip_max_abilities2 = 99
end
for i = 1, _math_min(tooltip_max_abilities2, #playerSorted) do
local playerName, amountDenied = unpack(playerSorted [i])
GameCooltip:AddLine(playerName .. ": ", FormatTooltipNumber (_, amountDenied) .." (" .. _cstr ("%.1f", amountDenied / totalDenied * 100) .. "%)")
_detalhes:AddTooltipBackgroundStatusbar()
local targetActor = container:PegarCombatente (nil, playerName) or instancia.showing [1]:PegarCombatente (nil, playerName)
if (targetActor) then
local classe = targetActor.classe
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, 14, 14, .25, .5, 0, 1)
else
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, _unpack(_detalhes.class_coords [classe]))
end
end
end
-- Spells Affected
local spellsSorted = {}
for spellID, amount in pairs(spellsDenied) do
tinsert(spellsSorted, {spellID, amount})
end
table.sort (spellsSorted, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText ("Spells Affected", headerColor, #spellsSorted, [[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 0.10546875, 0.89453125, 0.05859375, 0.6796875)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local ismaximized = false
local tooltip_max_abilities3 = _detalhes.tooltip.tooltip_max_targets
if (keydown == "alt" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 5) then
tooltip_max_abilities3 = 99
ismaximized = true
end
for i = 1, _math_min(tooltip_max_abilities3, #spellsSorted) do
local spellID, spellTotal = unpack(spellsSorted [i])
if (spellTotal < 1) then
break
end
local spellName, _, spellIcon = _GetSpellInfo(spellID)
GameCooltip:AddLine(spellName .. ": ", FormatTooltipNumber (_, spellTotal) .. " (" .. _cstr ("%.1f", spellTotal / totalDenied) .."%)")
GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar()
end
--healers denied
_detalhes:AddTooltipSpellHeaderText ("Healers", headerColor, #spellsSorted, [[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 0.10546875, 0.89453125, 0.05859375, 0.6796875)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local healersSorted = {}
for healerName, amount in pairs(healersDenied) do
tinsert(healersSorted, {healerName, amount})
end
table.sort (healersSorted, _detalhes.Sort2)
for i = 1, #healersSorted do
local playerName, amountDenied = unpack(healersSorted [i])
GameCooltip:AddLine(playerName .. ": ", FormatTooltipNumber (_, amountDenied) .." (" .. _cstr ("%.1f", amountDenied / totalDenied * 100) .. "%)")
_detalhes:AddTooltipBackgroundStatusbar()
local targetActor = container:PegarCombatente (nil, playerName) or instancia.showing [1]:PegarCombatente (nil, playerName)
if (targetActor) then
local classe = targetActor.classe
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, 14, 14, .25, .5, 0, 1)
else
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, _unpack(_detalhes.class_coords [classe]))
end
end
end
return true
end
---------HEALING TAKEN
function atributo_heal:ToolTip_HealingTaken (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack(_detalhes.class_colors [owner.classe])
else
r, g, b = unpack(_detalhes.class_colors [self.classe])
end
local curadores = self.healing_from
local total_curado = self.healing_taken
local tabela_do_combate = instancia.showing
local showing = tabela_do_combate [class_type] --o que esta sendo mostrado -> [1] - dano [2] - cura --pega o container com ._NameIndexTable ._ActorTable
local meus_curadores = {}
for nome, _ in pairs(curadores) do --agressores seria a lista de nomes
local este_curador = showing._ActorTable[showing._NameIndexTable[nome]]
if (este_curador) then --checagem por causa do total e do garbage collector que n�o limpa os nomes que deram dano
local alvos = este_curador.targets
local este_alvo = alvos [self.nome]
if (este_alvo and este_alvo > 0) then
meus_curadores [#meus_curadores+1] = {nome, este_alvo, este_curador.classe}
end
end
end
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_FROM"], headerColor, #meus_curadores, [[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 0.10546875, 0.89453125, 0.05859375, 0.6796875)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local ismaximized = false
if (keydown == "shift" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 3) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay2)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
ismaximized = true
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay1)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
_table_sort (meus_curadores, function(a, b) return a[2] > b[2] end)
local max = #meus_curadores
if (max > 9) then
max = 9
end
if (ismaximized) then
max = 99
end
local lineHeight = _detalhes.tooltip.line_height
for i = 1, _math_min(max, #meus_curadores) do
local onyName = _detalhes:GetOnlyName(meus_curadores[i][1])
--translate cyrillic alphabet to western alphabet by Vardex (https://github.com/Vardex May 22, 2019)
if (instancia.row_info.textL_translit_text) then
onyName = Translit:Transliterate(onyName, "!")
end
GameCooltip:AddLine(onyName, FormatTooltipNumber (_, meus_curadores[i][2]).." (".._cstr ("%.1f", (meus_curadores[i][2]/total_curado) * 100).."%)")
local classe = meus_curadores[i][3]
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, lineHeight, lineHeight, .25, .5, 0, 1)
else
local specID = _detalhes:GetSpec(meus_curadores[i][1])
if (specID) then
local texture, l, r, t, b = _detalhes:GetSpecIcon (specID, false)
GameCooltip:AddIcon (texture, 1, 1, lineHeight, lineHeight, l, r, t, b)
else
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, lineHeight, lineHeight, _unpack(_detalhes.class_coords [classe]))
end
end
_detalhes:AddTooltipBackgroundStatusbar (false, meus_curadores[i][2] / meus_curadores[1][2] * 100)
end
return true
end
---------HEALING DONE / HPS / OVERHEAL
local background_heal_vs_absorbs = {value = 100, color = {1, 1, 0, .25}, specialSpark = false, texture = [[Interface\AddOns\Details\images\bar4_glass]]}
function atributo_heal:ToolTip_HealingDone (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack(_detalhes.class_colors [owner.classe])
else
r, g, b = unpack(_detalhes.class_colors [self.classe])
end
local ActorHealingTable = {}
local ActorHealingTargets = {}
local ActorSkillsContainer = self.spells._ActorTable
local actor_key, skill_key = "total", "total"
if (instancia.sub_atributo == 3) then
actor_key, skill_key = "totalover", "overheal"
elseif (instancia.sub_atributo == 6) then
actor_key, skill_key = "totalabsorb", "totalabsorb"
end
local meu_tempo
if (_detalhes.time_type == 1 or not self.grupo) then
meu_tempo = self:Tempo()
elseif (_detalhes.time_type == 2) then
meu_tempo = instancia.showing:GetCombatTime()
end
local ActorTotal = self [actor_key]
--add actor spells
for _spellid, _skill in pairs(ActorSkillsContainer) do
local SkillName, _, SkillIcon = _GetSpellInfo(_spellid)
if (_skill [skill_key] > 0 or _skill.anti_heal) then
tinsert(ActorHealingTable, {
_spellid,
_skill [skill_key],
_skill [skill_key]/ActorTotal*100,
{SkillName, nil, SkillIcon},
_skill [skill_key]/meu_tempo,
_skill.total,
false,
_skill.anti_heal,
})
end
end
--add actor pets
for petIndex, petName in ipairs(self:Pets()) do
local petActor = instancia.showing[class_type]:PegarCombatente (nil, petName)
if (petActor) then
for _spellid, _skill in pairs(petActor:GetActorSpells()) do
if (_skill [skill_key] > 0) then
local SkillName, _, SkillIcon = _GetSpellInfo(_spellid)
local petName = petName:gsub((" <.*"), "")
ActorHealingTable [#ActorHealingTable+1] = {
_spellid,
_skill [skill_key],
_skill [skill_key]/ActorTotal*100,
{SkillName, nil, SkillIcon},
_skill [skill_key]/meu_tempo,
_skill.total,
petName
}
end
end
end
end
_table_sort (ActorHealingTable, _detalhes.Sort2)
--TOP Curados
ActorSkillsContainer = self.targets
for target_name, amount in pairs(ActorSkillsContainer) do
if (amount > 0) then
--translate cyrillic alphabet to western alphabet by Vardex (https://github.com/Vardex May 22, 2019)
if (instancia.row_info.textL_translit_text) then
target_name = Translit:Transliterate(target_name, "!")
end
tinsert(ActorHealingTargets, {target_name, amount, amount / ActorTotal * 100})
end
end
_table_sort (ActorHealingTargets, _detalhes.Sort2)
--Mostra as habilidades no tooltip
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_SPELLS"], headerColor, #ActorHealingTable, [[Interface\RAIDFRAME\Raid-Icon-Rez]], 0.109375, 0.890625, 0.0625, 0.90625)
local ismaximized = false
if (keydown == "shift" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 3) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay2)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
ismaximized = true
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_shift]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay1)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local tooltip_max_abilities = _detalhes.tooltip.tooltip_max_abilities
if (instancia.sub_atributo == 3 or instancia.sub_atributo == 2) then
tooltip_max_abilities = 9
end
if (ismaximized) then
tooltip_max_abilities = 99
end
local icon_size = _detalhes.tooltip.icon_size
local icon_border = _detalhes.tooltip.icon_border_texcoord
local topAbility = ActorHealingTable [1] and ActorHealingTable [1][2] or 0
for i = 1, _math_min(tooltip_max_abilities, #ActorHealingTable) do
if (ActorHealingTable[i][2] < 1) then
local antiHeal = ActorHealingTable[i][8]
if (not antiHeal) then
break
end
end
local spellName = ActorHealingTable[i][4][1]
local petName = ActorHealingTable[i][7]
if (petName) then
spellName = spellName .. " (|cFFCCBBBB" .. petName .. "|r)"
end
if (instancia.sub_atributo == 2) then --hps
local formatedTotal = FormatTooltipNumber (_, _math_floor(ActorHealingTable[i][5]))
local antiHeal = ActorHealingTable[i][8]
if (antiHeal) then
formatedTotal = formatedTotal .. " [|cFFFF5500" .. FormatTooltipNumber (_, _math_floor(antiHeal)) .." " .. Loc ["STRING_DAMAGE"] .."|r] "
end
GameCooltip:AddLine(spellName , formatedTotal .. " (".._cstr ("%.1f", ActorHealingTable[i][3]).."%)")
elseif (instancia.sub_atributo == 3) then --overheal
local overheal = ActorHealingTable[i][2]
local total = ActorHealingTable[i][6]
local formatedTotal = FormatTooltipNumber (_, _math_floor(ActorHealingTable[i][2]))
local antiHeal = ActorHealingTable[i][8]
if (antiHeal) then
formatedTotal = formatedTotal .. " [|cFFFF5500" .. FormatTooltipNumber (_, _math_floor(antiHeal)) .." " .. Loc ["STRING_DAMAGE"] .."|r] "
end
GameCooltip:AddLine(spellName .." (|cFFFF3333" .. _math_floor( (overheal / (overheal+total)) *100) .. "%|r)", formatedTotal .. " (".._cstr ("%.1f", ActorHealingTable[i][3]).."%)")
else
local formatedTotal = FormatTooltipNumber (_, ActorHealingTable[i][2])
local antiHeal = ActorHealingTable[i][8]
if (antiHeal) then
formatedTotal = formatedTotal .. " [|cFFFF5500" .. FormatTooltipNumber (_, _math_floor(antiHeal)) .." " .. Loc ["STRING_DAMAGE"] .."|r] "
end
GameCooltip:AddLine(spellName , formatedTotal .. " (" .. _cstr ("%.1f", ActorHealingTable[i][3]) .. "%)")
end
GameCooltip:AddIcon (ActorHealingTable[i][4][3], nil, nil, icon_size.W+4, icon_size.H+4, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar (false, ActorHealingTable[i][2] / topAbility * 100)
end
if (instancia.sub_atributo == 6) then
GameCooltip:AddLine("")
GameCooltip:AddLine(Loc ["STRING_REPORT_LEFTCLICK"], nil, 1, _unpack(self.click_to_report_color))
GameCooltip:AddIcon ([[Interface\TUTORIALFRAME\UI-TUTORIAL-FRAME]], 1, 1, 12, 16, 0.015625, 0.13671875, 0.4375, 0.59765625)
GameCooltip:ShowCooltip()
end
local container = instancia.showing [2]
local topTarget = ActorHealingTargets [1] and ActorHealingTargets [1][2] or 0
if (instancia.sub_atributo == 1) then -- 1 or 2 -> healing done or hps
_detalhes:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_TARGETS"], headerColor, #ActorHealingTargets, [[Interface\TUTORIALFRAME\UI-TutorialFrame-LevelUp]], 0.10546875, 0.89453125, 0.05859375, 0.6796875)
local ismaximized = false
if (keydown == "ctrl" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 4) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_ctrl]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay2)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
ismaximized = true
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_ctrl]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay1)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local tooltip_max_abilities2 = _detalhes.tooltip.tooltip_max_targets
if (ismaximized) then
tooltip_max_abilities2 = 99
end
for i = 1, _math_min(tooltip_max_abilities2, #ActorHealingTargets) do
if (ActorHealingTargets[i][2] < 1) then
break
end
if (ismaximized and ActorHealingTargets[i][1]:find(_detalhes.playername)) then
GameCooltip:AddLine(ActorHealingTargets[i][1], FormatTooltipNumber (_, ActorHealingTargets[i][2]) .." (".._cstr ("%.1f", ActorHealingTargets[i][3]).."%)", nil, "yellow")
GameCooltip:AddStatusBar (100, 1, .5, .5, .5, .7)
else
GameCooltip:AddLine(ActorHealingTargets[i][1], FormatTooltipNumber (_, ActorHealingTargets[i][2]) .." (".._cstr ("%.1f", ActorHealingTargets[i][3]).."%)")
_detalhes:AddTooltipBackgroundStatusbar (false, ActorHealingTargets[i][2] / topTarget * 100)
end
local targetActor = container:PegarCombatente (nil, ActorHealingTargets[i][1])
if (targetActor) then
local classe = targetActor.classe
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, icon_size.W, icon_size.H, .25, .5, 0, 1)
else
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, icon_size.W, icon_size.H, _unpack(_detalhes.class_coords [classe]))
end
end
end
end
--PETS
local meus_pets = self.pets
if (#meus_pets > 0 and (instancia.sub_atributo == 1 or instancia.sub_atributo == 2 or instancia.sub_atributo == 3)) then --teve ajudantes
local quantidade = {} --armazena a quantidade de pets iguais
local totais = {} --armazena o dano total de cada objeto
for index, nome in ipairs(meus_pets) do
if (not quantidade [nome]) then
quantidade [nome] = 1
local my_self = instancia.showing [class_type]:PegarCombatente (nil, nome)
if (my_self) then
local meu_tempo
if (_detalhes.time_type == 1 or not self.grupo) then
meu_tempo = my_self:Tempo()
elseif (_detalhes.time_type == 2) then
meu_tempo = instancia.showing:GetCombatTime()
end
if (instancia.sub_atributo == 3) then
totais [#totais+1] = {nome, my_self.totalover, my_self.total_without_pet}
else
totais [#totais+1] = {nome, my_self.total_without_pet, my_self.total_without_pet / meu_tempo}
end
end
else
quantidade [nome] = quantidade [nome]+1
end
end
local added_logo = false
_table_sort (totais, _detalhes.Sort2)
local ismaximized = false
if (keydown == "alt" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 5) then
ismaximized = true
end
for index, _table in ipairs(totais) do
if (_table [2] >= 1 and (index < 3 or ismaximized)) then
if (not added_logo) then
added_logo = true
_detalhes:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_PETS"], headerColor, #totais, [[Interface\COMMON\friendship-heart]], 0.21875, 0.78125, 0.09375, 0.6875)
if (ismaximized) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_alt]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay2)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
else
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\key_alt]], 1, 2, _detalhes.tooltip_key_size_width, _detalhes.tooltip_key_size_height, 0, 1, 0, 0.640625, _detalhes.tooltip_key_overlay1)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
end
local n = _table [1]:gsub(("%s%<.*"), "")
if (instancia.sub_atributo == 3) then --overheal
GameCooltip:AddLine(n .. " (|cFFFF3333" .. _math_floor( (_table [2] / (_table [2] + _table [3])) * 100) .. "%|r):", FormatTooltipNumber (_, _math_floor(_table [2])) .. " (" .. _math_floor( (_table [2] / (_table [2] + _table [3])) * 100) .. "%)")
elseif (instancia.sub_atributo == 2) then --hps
GameCooltip:AddLine(n, FormatTooltipNumber (_, _math_floor(_table [3])) .. " (" .. _math_floor(_table [2]/self.total*100) .. "%)")
else
GameCooltip:AddLine(n, FormatTooltipNumber (_, _table [2]) .. " (" .. _math_floor(_table [2]/self.total*100) .. "%)")
end
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small]], 1, 1, icon_size.W, icon_size.H, 0.25, 0.49609375, 0.75, 1)
end
end
end
--~Phases
if (instancia.sub_atributo == 1 or instancia.sub_atributo == 2) then
local segment = instancia:GetShowingCombat()
if (segment and self.grupo) then
local bossInfo = segment:GetBossInfo()
local phasesInfo = segment:GetPhases()
if (bossInfo and phasesInfo) then
if (#phasesInfo > 1) then
_detalhes:AddTooltipSpellHeaderText ("", headerColor, 1, false, 0.1, 0.9, 0.1, 0.9, true) --add a space
_detalhes:AddTooltipSpellHeaderText ("Healing by Encounter Phase", headerColor, 1, [[Interface\Garrison\orderhall-missions-mechanic8]], 11/64, 53/64, 11/64, 53/64)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local playerPhases = {}
local totalDamage = 0
for phase, playersTable in pairs(phasesInfo.heal) do --each phase
local allPlayers = {} --all players for this phase
for playerName, amount in pairs(playersTable) do
tinsert(allPlayers, {playerName, amount})
totalDamage = totalDamage + amount
end
table.sort (allPlayers, function(a, b) return a[2] > b[2] end)
local myRank = 0
for i = 1, #allPlayers do
if (allPlayers [i] [1] == self.nome) then
myRank = i
break
end
end
tinsert(playerPhases, {phase, playersTable [self.nome] or 0, myRank, (playersTable [self.nome] or 0) / totalDamage * 100})
end
table.sort (playerPhases, function(a, b) return a[1] < b[1] end)
for i = 1, #playerPhases do
--[1] Phase Number [2] Amount Done [3] Rank [4] Percent
GameCooltip:AddLine("|cFFF0F0F0Phase|r " .. playerPhases [i][1], FormatTooltipNumber (_, playerPhases [i][2]) .. " (|cFFFFFF00#" .. playerPhases [i][3] .. "|r, " .. _cstr ("%.1f", playerPhases [i][4]) .. "%)")
GameCooltip:AddIcon ([[Interface\Garrison\orderhall-missions-mechanic9]], 1, 1, 14, 14, 11/64, 53/64, 11/64, 53/64)
_detalhes:AddTooltipBackgroundStatusbar()
end
end
end
end
end
return true
end
--------------------------------------------- // JANELA DETALHES // ---------------------------------------------
---------- bifurca��o
function atributo_heal:MontaInfo()
if (info.sub_atributo == 1 or info.sub_atributo == 2) then
return self:MontaInfoHealingDone()
elseif (info.sub_atributo == 3) then
return self:MontaInfoOverHealing()
elseif (info.sub_atributo == 4) then
return self:MontaInfoHealTaken()
end
end
function atributo_heal:MontaInfoHealTaken()
local healing_taken = self.healing_taken
local curandeiros = self.healing_from
local instancia = info.instancia
local tabela_do_combate = instancia.showing
local showing = tabela_do_combate [class_type] --o que esta sendo mostrado -> [1] - dano [2] - cura --pega o container com ._NameIndexTable ._ActorTable
local barras = info.barras1
local meus_curandeiros = {}
local este_curandeiro
for nome, _ in pairs(curandeiros) do
este_curandeiro = showing._ActorTable[showing._NameIndexTable[nome]]
if (este_curandeiro) then
local alvos = este_curandeiro.targets
local este_alvo = alvos [self.nome]
if (este_alvo) then
meus_curandeiros [#meus_curandeiros+1] = {nome, este_alvo, este_alvo/healing_taken*100, este_curandeiro.classe}
end
end
end
local amt = #meus_curandeiros
if (amt < 1) then
return true
end
_table_sort (meus_curandeiros, _detalhes.Sort2)
gump:JI_AtualizaContainerBarras (amt)
local max_ = meus_curandeiros [1] and meus_curandeiros [1][2] or 0
local barra
for index, tabela in ipairs(meus_curandeiros) do
barra = barras [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
end
self:FocusLock(barra, tabela[1])
--hes:UpdadeInfoBar(row, index, spellid, name, value, max, percent, icon, detalhes)
local texCoords = CLASS_ICON_TCOORDS [tabela[4]]
if (not texCoords) then
texCoords = _detalhes.class_coords ["UNKNOW"]
end
local formated_value = SelectedToKFunction (_, _math_floor(tabela[2]))
self:UpdadeInfoBar(barra, index, tabela[1], tabela[1], tabela[2], formated_value, max_, tabela[3], "Interface\\AddOns\\Details\\images\\classes_small", true, texCoords)
end
end
function atributo_heal:MontaInfoOverHealing()
--pegar as habilidade de dar sort no heal
local instancia = info.instancia
local total = self.totalover
local tabela = self.spells._ActorTable
local minhas_curas = {}
local barras = info.barras1
for spellid, tabela in pairs(tabela) do
local nome, _, icone = _GetSpellInfo(spellid)
tinsert(minhas_curas, {spellid, tabela.overheal, tabela.overheal/total*100, nome, icone})
end
--add pets
local ActorPets = self.pets
local class_color = "FFDDDDDD"
for _, PetName in ipairs(ActorPets) do
local PetActor = instancia.showing (class_type, PetName)
if (PetActor) then
local PetSkillsContainer = PetActor.spells._ActorTable
for _spellid, _skill in pairs(PetSkillsContainer) do --da foreach em cada spellid do container
local nome, _, icone = _GetSpellInfo(_spellid)
tinsert(minhas_curas, {_spellid, _skill.overheal, _skill.overheal/total*100, nome .. " (|c" .. class_color .. PetName:gsub((" <.*"), "") .. "|r)", icone, PetActor})
end
end
end
_table_sort (minhas_curas, _detalhes.Sort2)
local amt = #minhas_curas
gump:JI_AtualizaContainerBarras (amt)
local max_ = minhas_curas[1] and minhas_curas[1][2] or 0
for index, tabela in ipairs(minhas_curas) do
local barra = barras [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
barra.textura:SetStatusBarColor(1, 1, 1, 1)
barra.on_focus = false
end
if (not info.mostrando_mouse_over) then
if (tabela[1] == self.detalhes) then --tabela [1] = spellid = spellid que esta na caixa da direita
if (not barra.on_focus) then --se a barra n�o tiver no foco
barra.textura:SetStatusBarColor(129/255, 125/255, 69/255, 1)
barra.on_focus = true
if (not info.mostrando) then
info.mostrando = barra
end
end
else
if (barra.on_focus) then
barra.textura:SetStatusBarColor(1, 1, 1, 1) --volta a cor antiga
barra:SetAlpha(.9) --volta a alfa antiga
barra.on_focus = false
end
end
end
if (index == 1) then
barra.textura:SetValue(100)
else
barra.textura:SetValue(tabela[2]/max_*100) --muito mais rapido...
end
barra.lineText1:SetText(index..instancia.divisores.colocacao..tabela[4]) --seta o texto da esqueda
local formated_value = SelectedToKFunction (_, _math_floor(tabela[2]))
barra.lineText4:SetText(formated_value .." (".. _cstr ("%.1f", tabela[3]) .."%)")
barra.icone:SetTexture(tabela[5])
barra.other_actor = tabela [6]
barra.minha_tabela = self
barra.show = tabela[1]
barra:Show()
if (self.detalhes and self.detalhes == barra.show) then
self:MontaDetalhes (self.detalhes, barra)
end
end
--TOP OVERHEALED
local jogadores_overhealed = {}
tabela = self.targets_overheal
local heal_container = instancia.showing[2]
for target_name, amount in pairs(tabela) do
local classe = "UNKNOW"
local actor_object = heal_container._ActorTable [heal_container._NameIndexTable [tabela.nome]]
if (actor_object) then
classe = actor_object.classe
end
tinsert(jogadores_overhealed, {target_name, amount, amount/total*100, classe})
end
_table_sort (jogadores_overhealed, _detalhes.Sort2)
local amt_alvos = #jogadores_overhealed
gump:JI_AtualizaContainerAlvos (amt_alvos)
local max_inimigos = jogadores_overhealed[1] and jogadores_overhealed[1][2] or 0
for index, tabela in ipairs(jogadores_overhealed) do
local barra = info.barras2 [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo2 (instancia, index)
barra.textura:SetStatusBarColor(1, 1, 1, 1)
end
if (index == 1) then
barra.textura:SetValue(100)
else
barra.textura:SetValue(tabela[2]/max_*100)
end
barra.lineText1:SetText(index..instancia.divisores.colocacao..tabela[1]) --seta o texto da esqueda
barra.lineText4:SetText(_detalhes:comma_value (tabela[2]) .." ".. instancia.divisores.abre .. _cstr ("%.1f", tabela[3]) .. instancia.divisores.fecha)
barra.lineText1:SetWidth(barra:GetWidth() - barra.lineText4:GetStringWidth() - 30)
-- icon
barra.icone:SetTexture([[Interface\AddOns\Details\images\classes_small]])
local texCoords = _detalhes.class_coords [tabela[4]]
if (not texCoords) then
texCoords = _detalhes.class_coords ["UNKNOW"]
end
barra.icone:SetTexCoord(_unpack(texCoords))
barra.minha_tabela = self
barra.nome_inimigo = tabela [1]
barra:Show()
end
end
function atributo_heal:MontaInfoHealingDone()
--pegar as habilidade de dar sort no heal
local instancia = info.instancia
local total = self.total
local tabela = self.spells._ActorTable
local minhas_curas = {}
local barras = info.barras1
--get time type
local meu_tempo
if (_detalhes.time_type == 1 or not self.grupo) then
meu_tempo = self:Tempo()
elseif (_detalhes.time_type == 2) then
meu_tempo = info.instancia.showing:GetCombatTime()
end
for spellid, tabela in pairs(tabela) do
local nome, rank, icone = _GetSpellInfo(spellid)
tinsert(minhas_curas, {
spellid,
tabela.total,
tabela.total/total*100,
nome,
icone,
false, --not a pet
tabela.anti_heal,
})
end
info:SetStatusbarText()
--add pets
local ActorPets = self.pets
--local class_color = RAID_CLASS_COLORS [self.classe] and RAID_CLASS_COLORS [self.classe].colorStr
local class_color = "FFDDDDDD"
for _, PetName in ipairs(ActorPets) do
local PetActor = instancia.showing (class_type, PetName)
if (PetActor) then
local PetSkillsContainer = PetActor.spells._ActorTable
for _spellid, _skill in pairs(PetSkillsContainer) do --da foreach em cada spellid do container
local nome, _, icone = _GetSpellInfo(_spellid)
tinsert(minhas_curas, {
_spellid,
_skill.total,
_skill.total/total*100,
nome .. " (|c" .. class_color .. PetName:gsub((" <.*"), "") .. "|r)",
icone,
PetActor
})
end
end
end
_table_sort (minhas_curas, _detalhes.Sort2)
local amt = #minhas_curas
gump:JI_AtualizaContainerBarras (amt)
local max_ = minhas_curas[1] and minhas_curas[1][2] or 0
local foundSpellDetail = false
for index, tabela in ipairs(minhas_curas) do
local barra = barras [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
barra.textura:SetStatusBarColor(1, 1, 1, 1)
barra.on_focus = false
end
self:FocusLock(barra, tabela[1])
barra.other_actor = tabela [6]
if (info.sub_atributo == 2) then
local formated_value = SelectedToKFunction (_, _math_floor(tabela[2]/meu_tempo))
self:UpdadeInfoBar(barra, index, tabela[1], tabela[4], tabela[2], formated_value, max_, tabela[3], tabela[5], true)
else
local formated_value = SelectedToKFunction (_, _math_floor(tabela[2]))
if (tabela [7]) then
formated_value = formated_value .. " [|cFFFF5500" .. SelectedToKFunction (_, _math_floor(tabela [7])) .." " .. Loc ["STRING_DAMAGE"] .."|r] "
end
self:UpdadeInfoBar(barra, index, tabela[1], tabela[4], tabela[2], formated_value, max_, tabela[3], tabela[5], true)
end
barra.minha_tabela = self
barra.show = tabela[1]
barra.spellid = self.nome
barra:Show()
if (self.detalhes and self.detalhes == barra.show and not foundSpellDetail) then
self:MontaDetalhes (self.detalhes, barra)
foundSpellDetail = true
end
end
--TOP CURADOS
local healedTargets = {}
tabela = self.targets
for target_name, amount in pairs(tabela) do
tinsert(healedTargets, {target_name, amount, amount / total*100})
end
_table_sort(healedTargets, _detalhes.Sort2)
gump:JI_AtualizaContainerAlvos(#healedTargets)
local topHealingDone = max(healedTargets[1] and healedTargets[1][2] or 0, 0.0001)
for index, healDataTable in ipairs(healedTargets) do
local barra = info.barras2[index]
if (not barra) then
barra = gump:CriaNovaBarraInfo2(instancia, index)
barra.textura:SetStatusBarColor(1, 1, 1, 1)
end
local healingDone = healDataTable[2]
if (index == 1) then
barra.textura:SetValue(100)
else
barra.textura:SetValue(healingDone / topHealingDone * 100)
end
local target_actor = instancia.showing(2, healDataTable[1])
if (target_actor) then
target_actor:SetClassIcon(barra.icone, instancia, target_actor.classe)
else
barra.icone:SetTexture([[Interface\AddOns\Details\images\classes_small_alpha]]) --CLASSE
local texCoords = _detalhes.class_coords ["ENEMY"]
barra.icone:SetTexCoord(_unpack(texCoords))
end
barra.lineText1:SetText(index .. ". " .. _detalhes:GetOnlyName(healDataTable[1]))
barra.textura:SetStatusBarColor(1, 1, 1, 1)
if (info.sub_atributo == 2) then
barra.lineText4:SetText(_detalhes:comma_value(_math_floor(healingDone/meu_tempo)) .." (" .. _cstr ("%.1f", healDataTable[3]) .. "%)")
else
barra.lineText4:SetText(SelectedToKFunction(_, healingDone) .. " (" .. _cstr ("%.1f", healDataTable[3]) .. "%)")
end
barra.minha_tabela = self
barra.nome_inimigo = healDataTable[1]
-- no lugar do spell id colocar o que?
barra.spellid = healDataTable[5]
barra:Show()
end
end
function atributo_heal:MontaTooltipAlvos (thisLine, index, instancia)
local inimigo = thisLine.nome_inimigo
local container = self.spells._ActorTable
local habilidades = {}
local total
local sub_atributo = info.instancia.sub_atributo
local targets_key = ""
if (sub_atributo == 3) then --overheal
total = self.totalover
targets_key = "_overheal"
else
total = self.total
end
_detalhes:FormatCooltipForSpells()
GameCooltip:SetOwner(thisLine, "bottom", "top", 4, -2)
GameCooltip:SetOption("MinWidth", max(230, thisLine:GetWidth()*0.98))
--add spells
for spellid, tabela in pairs(container) do
for target_name, amount in pairs(tabela ["targets" .. targets_key]) do
if (target_name == inimigo) then
local nome, _, icone = _GetSpellInfo(spellid)
habilidades [#habilidades+1] = {nome, amount, icone}
end
end
end
--add pets
local ActorPets = self.pets
for _, PetName in ipairs(ActorPets) do
local PetActor = instancia.showing (class_type, PetName)
if (PetActor) then
local PetSkillsContainer = PetActor.spells._ActorTable
for _spellid, _skill in pairs(PetSkillsContainer) do
for target_name, amount in pairs(_skill ["targets" .. targets_key]) do
if (target_name == inimigo) then
local nome, _, icone = _GetSpellInfo(_spellid)
habilidades [#habilidades+1] = {nome, amount, icone}
end
end
end
end
end
_table_sort (habilidades, _detalhes.Sort2)
--get time type
local meu_tempo
if (_detalhes.time_type == 1 or not self.grupo) then
meu_tempo = self:Tempo()
elseif (_detalhes.time_type == 2) then
meu_tempo = info.instancia.showing:GetCombatTime()
end
local is_hps = info.instancia.sub_atributo == 2
if (is_hps) then
--GameTooltip:AddLine(index..". "..inimigo)
--GameTooltip:AddLine(Loc ["STRING_HEALING_HPS_FROM"] .. ":")
--GameTooltip:AddLine(" ")
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_HEALING_HPS_FROM"] .. ":", {1, 0.9, 0.0, 1}, 1, _detalhes.tooltip_spell_icon.file, unpack(_detalhes.tooltip_spell_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (1, 1, 1, 1)
else
--GameTooltip:AddLine(index..". "..inimigo)
--GameTooltip:AddLine(Loc ["STRING_HEALING_FROM"] .. ":")
--GameTooltip:AddLine(" ")
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_HEALING_FROM"] .. ":", {1, 0.9, 0.0, 1}, 1, _detalhes.tooltip_spell_icon.file, unpack(_detalhes.tooltip_spell_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (1, 1, 1, 1)
end
local icon_size = _detalhes.tooltip.icon_size
local icon_border = _detalhes.tooltip.icon_border_texcoord
local topSpellHeal = habilidades[1] and habilidades[1][2]
if (topSpellHeal) then
for index, tabela in ipairs(habilidades) do
if (tabela [2] < 1) then
break
end
local spellName, spellIcon = tabela[1], tabela [3]
if (is_hps) then
GameCooltip:AddLine(spellName, _detalhes:comma_value (_math_floor(tabela[2]/meu_tempo)).." (".. _cstr ("%.1f", tabela[2]/total*100).."%)")
else
GameCooltip:AddLine(spellName, SelectedToKFunction (_, tabela[2]).." (".. _cstr ("%.1f", tabela[2]/total*100).."%)")
end
GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W + 4, icon_size.H + 4, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar (false, tabela[2] / topSpellHeal * 100)
end
end
GameCooltip:Show()
return true
end
function atributo_heal:MontaDetalhes (spellid, barra)
--bifurga��es
if (info.sub_atributo == 1 or info.sub_atributo == 2 or info.sub_atributo == 3) then
return self:MontaDetalhesHealingDone (spellid, barra)
elseif (info.sub_atributo == 4) then
atributo_heal:MontaDetalhesHealingTaken (spellid, barra)
end
end
function atributo_heal:MontaDetalhesHealingTaken (nome, barra)
local barras = info.barras3
local instancia = info.instancia
local tabela_do_combate = info.instancia.showing
local showing = tabela_do_combate [class_type] --o que esta sendo mostrado -> [1] - dano [2] - cura --pega o container com ._NameIndexTable ._ActorTable
local este_curandeiro = showing._ActorTable[showing._NameIndexTable[nome]]
local conteudo = este_curandeiro.spells._ActorTable --pairs[] com os IDs das magias
local actor = info.jogador.nome
local total = este_curandeiro.targets [actor]
local minhas_magias = {}
for spellid, tabela in pairs(conteudo) do --da foreach em cada spellid do container
if (tabela.targets [actor]) then
local spell_nome, _, icone = _GetSpellInfo(spellid)
tinsert(minhas_magias, {spellid, tabela.targets [actor], tabela.targets [actor] / total*100, spell_nome, icone})
end
end
_table_sort (minhas_magias, _detalhes.Sort2)
local max_ = minhas_magias[1] and minhas_magias[1][2] or 0 --dano que a primeiro magia vez
local lastIndex = 1
local barra
for index, tabela in ipairs(minhas_magias) do
lastIndex = index
barra = barras [index]
if (not barra) then --se a barra n�o existir, criar ela ent�o
barra = gump:CriaNovaBarraInfo3 (instancia, index)
barra.textura:SetStatusBarColor(1, 1, 1, 1) --isso aqui � a parte da sele��o e descele��o
end
barra.show = tabela[1]
if (index == 1) then
barra.textura:SetValue(100)
else
barra.textura:SetValue(tabela[2]/max_*100) --muito mais rapido...
end
barra.lineText1:SetText(index..instancia.divisores.colocacao..tabela[4]) --seta o texto da esqueda
barra.lineText4:SetText(_detalhes:comma_value (tabela[2]) .." ".. instancia.divisores.abre .._cstr("%.1f", tabela[3]) .."%".. instancia.divisores.fecha)
barra.icone:SetTexture(tabela[5])
barra:Show() --mostra a barra
if (index == 15) then
break
end
end
for i = lastIndex+1, #barras do
barras[i]:Hide()
end
end
local absorbed_table = {c = {1, 1, 1, 0.4}, p = 0}
local overhealing_table = {c = {0.5, 0.1, 0.1, 0.4}, p = 0}
local anti_heal_table = {c = {0.5, 0.1, 0.1, 0.4}, p = 0}
local normal_table = {c = {1, 1, 1, 0.4}, p = 0}
local critical_table = {c = {1, 1, 1, 0.4}, p = 0}
local data_table = {}
local t1, t2, t3, t4 = {}, {}, {}, {}
function atributo_heal:MontaDetalhesHealingDone (spellid, barra)
local esta_magia
if (barra.other_actor) then
esta_magia = barra.other_actor.spells._ActorTable [spellid]
else
esta_magia = self.spells._ActorTable [spellid]
end
if (not esta_magia) then
return
end
--icone direito superior
local _, _, icone = _GetSpellInfo(spellid)
info.spell_icone:SetTexture(icone)
local total = self.total
local overheal = esta_magia.overheal
local meu_total = esta_magia.total + overheal
local meu_tempo
if (_detalhes.time_type == 1 or not self.grupo) then
meu_tempo = self:Tempo()
elseif (_detalhes.time_type == 2) then
meu_tempo = info.instancia.showing:GetCombatTime()
end
local total_hits = esta_magia.counter
local index = 1
local data = data_table
table.wipe(t1)
table.wipe(t2)
table.wipe(t3)
table.wipe(t4)
table.wipe(data)
if (esta_magia.total > 0) then
--GERAL
local media = esta_magia.total/total_hits
local this_hps = nil
if (esta_magia.counter > esta_magia.c_amt) then
this_hps = Loc ["STRING_HPS"] .. ": " .. _detalhes:comma_value (esta_magia.total/meu_tempo)
else
this_hps = Loc ["STRING_HPS"] .. ": " .. Loc ["STRING_SEE_BELOW"]
end
local heal_string
if (esta_magia.is_shield) then
heal_string = Loc ["STRING_SHIELD_HEAL"]
else
heal_string = Loc ["STRING_HEAL"]
end
local hits_string = "" .. total_hits
local cast_string = Loc ["STRING_CAST"] .. ": "
local misc_actor = info.instancia.showing (4, self:name())
if (misc_actor) then
local buff_uptime = misc_actor.buff_uptime_spells and misc_actor.buff_uptime_spells._ActorTable [spellid] and misc_actor.buff_uptime_spells._ActorTable [spellid].uptime
if (buff_uptime) then
hits_string = hits_string .. " |cFFDDDD44(" .. _math_floor(buff_uptime / info.instancia.showing:GetCombatTime() * 100) .. "% uptime)|r"
end
local spell_cast = misc_actor.spell_cast and misc_actor.spell_cast [spellid]
if (not spell_cast and misc_actor.spell_cast) then
local spellname = GetSpellInfo(spellid)
for casted_spellid, amount in pairs(misc_actor.spell_cast) do
local casted_spellname = GetSpellInfo(casted_spellid)
if (casted_spellname == spellname) then
spell_cast = amount .. " (|cFFFFFF00?|r)"
end
end
end
if (not spell_cast) then
spell_cast = "(|cFFFFFF00?|r)"
end
cast_string = cast_string .. spell_cast
end
gump:SetaDetalheInfoTexto( index, 100,
--Loc ["STRING_GERAL"],
cast_string,
heal_string .. ": " .. _detalhes:ToK (esta_magia.total),
"", --Loc ["STRING_PERCENTAGE"] .. ": " .. _cstr ("%.1f", esta_magia.total/total*100) .. "%",
Loc ["STRING_AVERAGE"] .. ": " .. _detalhes:comma_value (media),
this_hps,
Loc ["STRING_HITS"] .. ": " .. hits_string)
--NORMAL
local normal_hits = esta_magia.n_amt
if (normal_hits > 0) then
local normal_curado = esta_magia.n_curado
local media_normal = normal_curado/normal_hits
media_normal = max(media_normal, 0.000001)
local T = (meu_tempo*normal_curado)/esta_magia.total
local P = media/media_normal*100
T = P*T/100
data[#data+1] = t1
if (esta_magia.is_shield) then
t1[3] = Loc ["STRING_ABSORBED"]
normal_table.p = esta_magia.total / (esta_magia.total+esta_magia.overheal) * 100
else
t1[3] = heal_string
normal_table.p = normal_hits/total_hits*100
end
t1[1] = esta_magia.n_amt
t1[2] = normal_table
t1[4] = Loc ["STRING_MINIMUM_SHORT"] .. ": " .. _detalhes:comma_value (esta_magia.n_min)
t1[5] = Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. _detalhes:comma_value (esta_magia.n_max)
t1[6] = Loc ["STRING_AVERAGE"] .. ": " .. _detalhes:comma_value (media_normal)
t1[7] = Loc ["STRING_HPS"] .. ": " .. _detalhes:comma_value (normal_curado / max(T, 0.001))
t1[8] = normal_hits .. " / ".. _cstr ("%.1f", normal_hits / max(total_hits, 0.001) * 100) .. "%"
end
--CRITICO
if (esta_magia.c_amt > 0) then
local media_critico = esta_magia.c_curado/esta_magia.c_amt
local T = (meu_tempo*esta_magia.c_curado)/esta_magia.total
local P = media/max(media_critico, 0.0001)*100
T = P*T/100
local crit_hps = esta_magia.c_curado/T
if (not crit_hps) then
crit_hps = 0
end
data[#data+1] = t2
critical_table.p = esta_magia.c_amt/total_hits*100
t2[1] = esta_magia.c_amt
t2[2] = critical_table
t2[3] = Loc ["STRING_HEAL_CRIT"]
t2[4] = Loc ["STRING_MINIMUM_SHORT"] .. ": " .. _detalhes:comma_value (esta_magia.c_min)
t2[5] = Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. _detalhes:comma_value (esta_magia.c_max)
t2[6] = Loc ["STRING_AVERAGE"] .. ": " .. _detalhes:comma_value (media_critico)
t2[7] = Loc ["STRING_HPS"] .. ": " .. _detalhes:comma_value (crit_hps)
t2[8] = esta_magia.c_amt .. " [|cFFC0C0C0".. _cstr ("%.1f", esta_magia.c_amt / max(total_hits, 0.001) * 100) .. "%|r]"
end
end
_table_sort (data, _detalhes.Sort1)
-- for i = #data+1, 2 do --para o antiheal aparecer na penultima barra
-- data[i] = nil
-- end
--anti heal
if (esta_magia.anti_heal and esta_magia.anti_heal > 0) then
local porcentagem_anti_heal = esta_magia.anti_heal / meu_total * 100
data[3] = t3
anti_heal_table.p = porcentagem_anti_heal
t3[1] = esta_magia.anti_heal
t3[2] = anti_heal_table
t3[3] = "Anti Heal"
t3[4] = ""
t3[5] = ""
t3[6] = ""
t3[7] = ""
t3[8] = _detalhes:comma_value (esta_magia.anti_heal) .. " / " .. _cstr ("%.1f", porcentagem_anti_heal) .. "%"
--empowered
elseif (esta_magia.e_total and esta_magia.e_heal) then
local empowerLevelSum = esta_magia.e_total --total sum of empower levels
local empowerAmount = esta_magia.e_amt --amount of casts with empower
local empowerAmountPerLevel = esta_magia.e_lvl --{[1] = 4; [2] = 9; [3] = 15}
local empowerHealPerLevel = esta_magia.e_heal --{[1] = 54548745, [2] = 74548745}
data[3] = t3
local level1AverageHeal = "0"
local level2AverageHeal = "0"
local level3AverageHeal = "0"
local level4AverageHeal = "0"
local level5AverageHeal = "0"
if (empowerHealPerLevel[1]) then
level1AverageHeal = Details:ToK(empowerHealPerLevel[1] / empowerAmountPerLevel[1])
end
if (empowerHealPerLevel[2]) then
level2AverageHeal = Details:ToK(empowerHealPerLevel[2] / empowerAmountPerLevel[2])
end
if (empowerHealPerLevel[3]) then
level3AverageHeal = Details:ToK(empowerHealPerLevel[3] / empowerAmountPerLevel[3])
end
if (empowerHealPerLevel[4]) then
level4AverageHeal = Details:ToK(empowerHealPerLevel[4] / empowerAmountPerLevel[4])
end
if (empowerHealPerLevel[5]) then
level5AverageHeal = Details:ToK(empowerHealPerLevel[5] / empowerAmountPerLevel[5])
end
t3[1] = 0
t3[2] = {p = 100, c = {0.282353, 0.239216, 0.545098, 0.6}}
t3[3] = "Spell Empower Average Level: " .. format("%.2f", empowerLevelSum / empowerAmount)
t3[4] = ""
t3[5] = ""
t3[6] = ""
t3[10] = ""
t3[11] = ""
if (level1AverageHeal ~= "0") then
t3[4] = "Level 1 Average: " .. level1AverageHeal .. " (" .. (empowerAmountPerLevel[1] or 0) .. ")"
end
if (level2AverageHeal ~= "0") then
t3[6] = "Level 2 Average: " .. level2AverageHeal .. " (" .. (empowerAmountPerLevel[2] or 0) .. ")"
end
if (level3AverageHeal ~= "0") then
t3[11] = "Level 3 Average: " .. level3AverageHeal .. " (" .. (empowerAmountPerLevel[3] or 0) .. ")"
end
if (level4AverageHeal ~= "0") then
t3[10] = "Level 4 Average: " .. level4AverageHeal .. " (" .. (empowerAmountPerLevel[4] or 0) .. ")"
end
if (level5AverageHeal ~= "0") then
t3[5] = "Level 5 Average: " .. level5AverageHeal .. " (" .. (empowerAmountPerLevel[5] or 0) .. ")"
end
end
-- for i = #data+1, 3 do --para o overheal aparecer na ultima barra
-- data[i] = nil
-- end
--overhealing
if (overheal > 0) then
local porcentagem_overheal = overheal/meu_total*100
data[4] = t4
overhealing_table.p = porcentagem_overheal
t4[1] = overheal
t4[2] = overhealing_table
if (esta_magia.is_shield) then
t4[3] = Loc ["STRING_SHIELD_OVERHEAL"]
else
t4[3] = Loc ["STRING_OVERHEAL"]
end
t4[4] = ""
t4[5] = ""
t4[6] = ""
t4[7] = ""
t4[8] = _detalhes:comma_value (overheal) .. " / " .. _cstr ("%.1f", porcentagem_overheal) .. "%"
end
for index = 1, 4 do
local tabela = data[index]
if (not tabela) then
gump:HidaDetalheInfo (index+1)
else
gump:SetaDetalheInfoTexto(index+1, tabela[2], tabela[3], tabela[4], tabela[5], tabela[6], tabela[7], tabela[8])
end
end
end
--controla se o dps do jogador esta travado ou destravado
function atributo_heal:Iniciar (iniciar)
if (iniciar == nil) then
return self.iniciar_hps --retorna se o dps esta aberto ou fechado para este jogador
elseif (iniciar) then
self.iniciar_hps = true
self:RegistrarNaTimeMachine() --coloca ele da timeMachine
else
self.iniciar_hps = false
self:DesregistrarNaTimeMachine() --retira ele da timeMachine
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--core functions
--atualize a funcao de abreviacao
function atributo_heal:UpdateSelectedToKFunction()
SelectedToKFunction = ToKFunctions [_detalhes.ps_abbreviation]
FormatTooltipNumber = ToKFunctions [_detalhes.tooltip.abbreviation]
TooltipMaximizedMethod = _detalhes.tooltip.maximize_method
headerColor = _detalhes.tooltip.header_text_color
end
--subtract total from a combat table
function atributo_heal:subtract_total (combat_table)
combat_table.totals [class_type] = combat_table.totals [class_type] - self.total
if (self.grupo) then
combat_table.totals_grupo [class_type] = combat_table.totals_grupo [class_type] - self.total
end
end
function atributo_heal:add_total (combat_table)
combat_table.totals [class_type] = combat_table.totals [class_type] + self.total
if (self.grupo) then
combat_table.totals_grupo [class_type] = combat_table.totals_grupo [class_type] + self.total
end
end
--restaura a tabela de last event
function atributo_heal:r_last_events_table (actor)
if (not actor) then
actor = self
end
--actor.last_events_table = _detalhes:CreateActorLastEventTable()
end
--restaura e liga o ator com a sua shadow durante a inicializa��o
function atributo_heal:r_onlyrefresh_shadow (actor)
--criar uma shadow desse ator se ainda n�o tiver uma
local overall_cura = _detalhes.tabela_overall [2]
local shadow = overall_cura._ActorTable [overall_cura._NameIndexTable [actor.nome]]
if (not shadow) then
shadow = overall_cura:PegarCombatente (actor.serial, actor.nome, actor.flag_original, true)
shadow.classe = actor.classe
shadow:SetSpecId(actor.spec)
shadow.grupo = actor.grupo
shadow.pvp = actor.pvp
shadow.isTank = actor.isTank
shadow.boss = actor.boss
shadow.boss_fight_component = actor.boss_fight_component
shadow.fight_component = actor.fight_component
shadow.start_time = time() - 3
shadow.end_time = time()
end
--restaura a meta e indexes ao ator
_detalhes.refresh:r_atributo_heal (actor, shadow)
--copia o container de alvos (captura de dados)
for target_name, amount in pairs(actor.targets) do
shadow.targets [target_name] = 0
end
for target_name, amount in pairs(actor.targets_overheal) do
shadow.targets_overheal [target_name] = 0
end
for target_name, amount in pairs(actor.targets_absorbs) do
shadow.targets_absorbs [target_name] = 0
end
--copia o container de habilidades (captura de dados)
for spellid, habilidade in pairs(actor.spells._ActorTable) do
--cria e soma o valor
local habilidade_shadow = shadow.spells:PegaHabilidade (spellid, true, nil, true)
--refresh e soma os valores dos alvos
for target_name, amount in pairs(habilidade.targets) do
if (not habilidade_shadow.targets [target_name]) then
habilidade_shadow.targets [target_name] = 0
end
end
for target_name, amount in pairs(habilidade.targets_overheal) do
if (not habilidade_shadow.targets_overheal [target_name]) then
habilidade_shadow.targets_overheal [target_name] = 0
end
end
for target_name, amount in pairs(habilidade.targets_absorbs) do
if (not habilidade_shadow.targets_absorbs [target_name]) then
habilidade_shadow.targets_absorbs [target_name] = 0
end
end
--copia o container de heal negado se ele existir
if (habilidade.heal_denied) then
--cria o container na shadow de ele n�o existir
habilidade_shadow.heal_denied = habilidade_shadow.heal_denied or {}
habilidade_shadow.heal_denied_healers = habilidade_shadow.heal_denied_healers or {}
--copia
for spellID, amount in pairs(habilidade.heal_denied) do
if (not habilidade_shadow.heal_denied [spellID]) then
habilidade_shadow.heal_denied [spellID] = 0
end
end
for healerName, amount in pairs(habilidade.heal_denied_healers) do
if (not habilidade_shadow.heal_denied_healers [healerName]) then
habilidade_shadow.heal_denied_healers [healerName] = 0
end
end
end
end
return shadow
end
function atributo_heal:r_connect_shadow (actor, no_refresh, combat_object)
local host_combat = combat_object or _detalhes.tabela_overall
--criar uma shadow desse ator se ainda n�o tiver uma
local overall_cura = host_combat [2]
local shadow = overall_cura._ActorTable [overall_cura._NameIndexTable [actor.nome]]
if (not shadow) then
shadow = overall_cura:PegarCombatente (actor.serial, actor.nome, actor.flag_original, true)
shadow.classe = actor.classe
shadow:SetSpecId(actor.spec)
shadow.grupo = actor.grupo
shadow.pvp = actor.pvp
shadow.isTank = actor.isTank
shadow.boss = actor.boss
shadow.boss_fight_component = actor.boss_fight_component
shadow.fight_component = actor.fight_component
shadow.start_time = time() - 3
shadow.end_time = time()
end
--restaura a meta e indexes ao ator
if (not no_refresh) then
_detalhes.refresh:r_atributo_heal (actor, shadow)
end
--tempo decorrido (captura de dados)
local end_time = actor.end_time
if (not actor.end_time) then
end_time = time()
end
local tempo = end_time - actor.start_time
shadow.start_time = shadow.start_time - tempo
--pets (add unique pet names)
for _, petName in ipairs(actor.pets) do
DetailsFramework.table.addunique (shadow.pets, petName)
end
--total de cura (captura de dados)
shadow.total = shadow.total + actor.total
--total de overheal (captura de dados)
shadow.totalover = shadow.totalover + actor.totalover
--total de absorbs (captura de dados)
shadow.totalabsorb = shadow.totalabsorb + actor.totalabsorb
--total de cura feita em inimigos (captura de dados)
shadow.heal_enemy_amt = shadow.heal_enemy_amt + actor.heal_enemy_amt
--total de heal negado
shadow.totaldenied = shadow.totaldenied + actor.totaldenied
--total sem pets (captura de dados)
shadow.total_without_pet = shadow.total_without_pet + actor.total_without_pet
shadow.totalover_without_pet = shadow.totalover_without_pet + actor.totalover_without_pet
--total de cura recebida (captura de dados)
shadow.healing_taken = shadow.healing_taken + actor.healing_taken
--total no combate overall (captura de dados)
host_combat.totals[2] = host_combat.totals[2] + actor.total
if (actor.grupo) then
host_combat.totals_grupo[2] = host_combat.totals_grupo[2] + actor.total
end
--copia o healing_from (captura de dados)
for nome, _ in pairs(actor.healing_from) do
shadow.healing_from [nome] = true
end
--copia o heal_enemy (captura de dados)
for spellid, amount in pairs(actor.heal_enemy) do
if (shadow.heal_enemy [spellid]) then
shadow.heal_enemy [spellid] = shadow.heal_enemy [spellid] + amount
else
shadow.heal_enemy [spellid] = amount
end
end
--copia o container de alvos (captura de dados)
for target_name, amount in pairs(actor.targets) do
shadow.targets [target_name] = (shadow.targets [target_name] or 0) + amount
end
for target_name, amount in pairs(actor.targets_overheal) do
shadow.targets_overheal [target_name] = (shadow.targets_overheal [target_name] or 0) + amount
end
for target_name, amount in pairs(actor.targets_absorbs) do
shadow.targets_absorbs [target_name] = (shadow.targets_absorbs [target_name] or 0) + amount
end
--copia o container de habilidades (captura de dados)
for spellid, habilidade in pairs(actor.spells._ActorTable) do
--cria e soma o valor
local habilidade_shadow = shadow.spells:PegaHabilidade (spellid, true, nil, true)
--refresh e soma os valores dos alvos
for target_name, amount in pairs(habilidade.targets) do
habilidade_shadow.targets [target_name] = (habilidade_shadow.targets [target_name] or 0) + amount
end
for target_name, amount in pairs(habilidade.targets_overheal) do
habilidade_shadow.targets_overheal [target_name] = (habilidade_shadow.targets_overheal [target_name] or 0) + amount
end
for target_name, amount in pairs(habilidade.targets_absorbs) do
habilidade_shadow.targets_absorbs [target_name] = (habilidade_shadow.targets_absorbs [target_name] or 0) + amount
end
--copia o container de heal negado se ele existir
if (habilidade.heal_denied) then
--cria o container na shadow de ele n�o existir
habilidade_shadow.heal_denied = habilidade_shadow.heal_denied or {}
habilidade_shadow.heal_denied_healers = habilidade_shadow.heal_denied_healers or {}
--copia
for spellID, amount in pairs(habilidade.heal_denied) do
habilidade_shadow.heal_denied [spellID] = (habilidade_shadow.heal_denied [spellID] or 0) + amount
end
for healerName, amount in pairs(habilidade.heal_denied_healers) do
habilidade_shadow.heal_denied_healers [healerName] = (habilidade_shadow.heal_denied_healers [healerName] or 0) + amount
end
end
--soma todos os demais valores
for key, value in pairs(habilidade) do
if (type(value) == "number") then
if (key ~= "id") then
if (not habilidade_shadow [key]) then
habilidade_shadow [key] = 0
end
if (key == "n_min" or key == "c_min") then
if (habilidade_shadow [key] > value) then
habilidade_shadow [key] = value
end
elseif (key == "n_max" or key == "c_max") then
if (habilidade_shadow [key] < value) then
habilidade_shadow [key] = value
end
else
habilidade_shadow [key] = habilidade_shadow [key] + value
end
end
elseif(key == "e_heal" or key == "e_lvl") then
if (not habilidade_shadow[key]) then
habilidade_shadow[key] = {}
end
for empowermentLevel, empowermentValue in pairs(habilidade[key]) do
habilidade_shadow[key][empowermentLevel] = empowermentValue
end
end
end
end
return shadow
end
atributo_heal.__add = function(tabela1, tabela2)
--tempo decorrido
local tempo = (tabela2.end_time or time()) - tabela2.start_time
tabela1.start_time = tabela1.start_time - tempo
--total de cura
tabela1.total = tabela1.total + tabela2.total
--total de overheal
tabela1.totalover = tabela1.totalover + tabela2.totalover
--total de absorbs
tabela1.totalabsorb = tabela1.totalabsorb + tabela2.totalabsorb
--total de cura feita em inimigos
tabela1.heal_enemy_amt = tabela1.heal_enemy_amt + tabela2.heal_enemy_amt
--total de cura negada
tabela1.totaldenied = tabela1.totaldenied + tabela2.totaldenied
--total sem pets
tabela1.total_without_pet = tabela1.total_without_pet + tabela2.total_without_pet
tabela1.totalover_without_pet = tabela1.totalover_without_pet + tabela2.totalover_without_pet
--total de cura recebida
tabela1.healing_taken = tabela1.healing_taken + tabela2.healing_taken
--soma o healing_from
for nome, _ in pairs(tabela2.healing_from) do
tabela1.healing_from [nome] = true
end
--somar o heal_enemy
for spellid, amount in pairs(tabela2.heal_enemy) do
if (tabela1.heal_enemy [spellid]) then
tabela1.heal_enemy [spellid] = tabela1.heal_enemy [spellid] + amount
else
tabela1.heal_enemy [spellid] = amount
end
end
--somar o container de alvos
for target_name, amount in pairs(tabela2.targets) do
tabela1.targets [target_name] = (tabela1.targets [target_name] or 0) + amount
end
for target_name, amount in pairs(tabela2.targets_overheal) do
tabela1.targets_overheal [target_name] = (tabela1.targets_overheal [target_name] or 0) + amount
end
for target_name, amount in pairs(tabela2.targets_absorbs) do
tabela1.targets_absorbs [target_name] = (tabela1.targets_absorbs [target_name] or 0) + amount
end
--soma o container de habilidades
for spellid, habilidade in pairs(tabela2.spells._ActorTable) do
--pega a habilidade no primeiro ator
local habilidade_tabela1 = tabela1.spells:PegaHabilidade (spellid, true, "SPELL_HEAL", false)
--soma os alvos
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets = (habilidade_tabela1.targets [target_name] or 0) + amount
end
for target_name, amount in pairs(habilidade.targets_overheal) do
habilidade_tabela1.targets_overheal = (habilidade_tabela1.targets_overheal [target_name] or 0) + amount
end
for target_name, amount in pairs(habilidade.targets_absorbs) do
habilidade_tabela1.targets_absorbs = (habilidade_tabela1.targets_absorbs [target_name] or 0) + amount
end
--copia o container de heal negado se ele existir
if (habilidade.heal_denied) then
--cria o container na shadow de ele n�o existir
habilidade_tabela1.heal_denied = habilidade_tabela1.heal_denied or {}
habilidade_tabela1.heal_denied_healers = habilidade_tabela1.heal_denied_healers or {}
--copia
for spellID, amount in pairs(habilidade.heal_denied) do
habilidade_tabela1.heal_denied [spellID] = (habilidade_tabela1.heal_denied [spellID] or 0) + amount
end
for healerName, amount in pairs(habilidade.heal_denied_healers) do
habilidade_tabela1.heal_denied_healers [healerName] = (habilidade_tabela1.heal_denied_healers [healerName] or 0) + amount
end
end
--soma os valores da habilidade
for key, value in pairs(habilidade) do
if (type(value) == "number") then
if (key ~= "id") then
if (not habilidade_tabela1 [key]) then
habilidade_tabela1 [key] = 0
end
if (key == "n_min" or key == "c_min") then
if (habilidade_tabela1 [key] > value) then
habilidade_tabela1 [key] = value
end
elseif (key == "n_max" or key == "c_max") then
if (habilidade_tabela1 [key] < value) then
habilidade_tabela1 [key] = value
end
else
habilidade_tabela1 [key] = habilidade_tabela1 [key] + value
end
end
elseif(key == "e_heal" or key == "e_lvl") then
if (not habilidade_tabela1[key]) then
habilidade_tabela1[key] = {}
end
for empowermentLevel, empowermentValue in pairs(habilidade[key]) do
habilidade_tabela1[key][empowermentLevel] = habilidade_tabela1[key][empowermentValue] or 0 + empowermentValue
end
end
end
end
return tabela1
end
atributo_heal.__sub = function(tabela1, tabela2)
--tempo decorrido
local tempo = (tabela2.end_time or time()) - tabela2.start_time
tabela1.start_time = tabela1.start_time + tempo
--total de cura
tabela1.total = tabela1.total - tabela2.total
--total de overheal
tabela1.totalover = tabela1.totalover - tabela2.totalover
--total de absorbs
tabela1.totalabsorb = tabela1.totalabsorb - tabela2.totalabsorb
--total de cura feita em inimigos
tabela1.heal_enemy_amt = tabela1.heal_enemy_amt - tabela2.heal_enemy_amt
--total de cura negada
tabela1.totaldenied = tabela1.totaldenied - tabela2.totaldenied
--total sem pets
tabela1.total_without_pet = tabela1.total_without_pet - tabela2.total_without_pet
tabela1.totalover_without_pet = tabela1.totalover_without_pet - tabela2.totalover_without_pet
--total de cura recebida
tabela1.healing_taken = tabela1.healing_taken - tabela2.healing_taken
--reduz o heal_enemy
for spellid, amount in pairs(tabela2.heal_enemy) do
if (tabela1.heal_enemy [spellid]) then
tabela1.heal_enemy [spellid] = tabela1.heal_enemy [spellid] - amount
else
tabela1.heal_enemy [spellid] = amount
end
end
--reduz o container de alvos
for target_name, amount in pairs(tabela2.targets) do
if (tabela1.targets [target_name]) then
tabela1.targets [target_name] = tabela1.targets [target_name] - amount
end
end
for target_name, amount in pairs(tabela2.targets_overheal) do
if (tabela1.targets_overheal [target_name]) then
tabela1.targets_overheal [target_name] = tabela1.targets_overheal [target_name] - amount
end
end
for target_name, amount in pairs(tabela2.targets_absorbs) do
if (tabela1.targets_absorbs [target_name]) then
tabela1.targets_absorbs [target_name] = tabela1.targets_absorbs [target_name] - amount
end
end
--reduz o container de habilidades
for spellid, habilidade in pairs(tabela2.spells._ActorTable) do
--pega a habilidade no primeiro ator
local habilidade_tabela1 = tabela1.spells:PegaHabilidade (spellid, true, "SPELL_HEAL", false)
--alvos
for target_name, amount in pairs(habilidade.targets) do
if (habilidade_tabela1.targets [target_name]) then
habilidade_tabela1.targets [target_name] = habilidade_tabela1.targets [target_name] - amount
end
end
for target_name, amount in pairs(habilidade.targets_overheal) do
if (habilidade_tabela1.targets_overheal [target_name]) then
habilidade_tabela1.targets_overheal [target_name] = habilidade_tabela1.targets_overheal [target_name] - amount
end
end
for target_name, amount in pairs(habilidade.targets_absorbs) do
if (habilidade_tabela1.targets_absorbs [target_name]) then
habilidade_tabela1.targets_absorbs [target_name] = habilidade_tabela1.targets_absorbs [target_name] - amount
end
end
--copia o container de heal negado se ele existir
if (habilidade.heal_denied) then
--cria o container na shadow de ele n�o existir
habilidade_tabela1.heal_denied = habilidade_tabela1.heal_denied or {}
habilidade_tabela1.heal_denied_healers = habilidade_tabela1.heal_denied_healers or {}
--copia
for spellID, amount in pairs(habilidade.heal_denied) do
habilidade_tabela1.heal_denied [spellID] = (habilidade_tabela1.heal_denied [spellID] or 0) - amount
end
for healerName, amount in pairs(habilidade.heal_denied_healers) do
habilidade_tabela1.heal_denied_healers [healerName] = (habilidade_tabela1.heal_denied_healers [healerName] or 0) - amount
end
end
--soma os valores da habilidade
for key, value in pairs(habilidade) do
if (type(value) == "number") then
if (key ~= "id") then
if (not habilidade_tabela1 [key]) then
habilidade_tabela1 [key] = 0
end
if (key == "n_min" or key == "c_min") then
if (habilidade_tabela1 [key] > value) then
habilidade_tabela1 [key] = value
end
elseif (key == "n_max" or key == "c_max") then
if (habilidade_tabela1 [key] < value) then
habilidade_tabela1 [key] = value
end
else
habilidade_tabela1 [key] = habilidade_tabela1 [key] - value
end
end
end
end
end
return tabela1
end
function _detalhes.refresh:r_atributo_heal(thisActor, shadow)
setmetatable(thisActor, atributo_heal)
thisActor.__index = atributo_heal
detailsFramework:Mixin(thisActor, Details222.Mixins.ActorMixin)
_detalhes.refresh:r_container_habilidades(thisActor.spells, shadow and shadow.spells)
end
function _detalhes.clear:c_atributo_heal (este_jogador)
este_jogador.__index = nil
este_jogador.shadow = nil
este_jogador.links = nil
este_jogador.minha_barra = nil
_detalhes.clear:c_container_habilidades (este_jogador.spells)
end