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--lua locals
local _cstr = string.format
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 _table_insert = table.insert
local _bit_band = bit.band
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 _UnitName = UnitName
local _GetNumGroupMembers = GetNumGroupMembers
local _string_replace = _detalhes.string.replace --details api
local _detalhes = _G._detalhes
local _
local AceLocale = LibStub ("AceLocale-3.0")
local Loc = AceLocale:GetLocale ( "Details" )
local gump = _detalhes.gump
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 _new_healActor = {
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 = {}
}
_setmetatable (_new_healActor, atributo_heal)
return _new_healActor
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
Details:SetTextsOnLine(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 > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) 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
Details:SetTextsOnLine(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 > 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 = 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
-- showing.need_refresh = false
return _detalhes: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
Details:SetTextsOnLine(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
Details:SetTextsOnLine(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
Details:SetTextsOnLine(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
Details:SetTextsOnLine(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
Details:SetTextsOnLine(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
Details:SetTextsOnLine(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
Details:SetTextsOnLine(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
Details:SetTextsOnLine(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)
local escudos = _detalhes.escudos
local container = combat[2]
local time = time()
local parser = _detalhes.parser
local GetSpellInfo = GetSpellInfo --n�o colocar no cache de spells
for alvo_name, spellid_table in _pairs (escudos) do
local tgt = container:PegarCombatente (_, alvo_name)
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", time, obj.serial, owner, obj.flag_original, tgt.serial, alvo_name, tgt.flag_original, nil, spellid, spellname, nil, 0, _math_ceil (amount), 0, 0, nil, true)
end
end
end
end
end
end
--escudo [alvo_name] [spellid] [who_name]
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
GameCooltip:AddLine (_detalhes:GetOnlyName (meus_curadores[i][1]), 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
_table_insert (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
_table_insert (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
--> absorbs vs heal
--[=[
if (instancia.sub_atributo == 1 or instancia.sub_atributo == 2) then
local total_healed = self.total - self.totalabsorb
local total_previned = self.totalabsorb
local healed_percentage = total_healed / self.total * 100
local previned_percentage = total_previned / self.total * 100
if (healed_percentage > 1 and previned_percentage > 1) then
GameCooltip:AddLine (_math_floor (healed_percentage).."%", _math_floor (previned_percentage).."%")
local r, g, b = _unpack (_detalhes.class_colors [self.classe])
background_heal_vs_absorbs.color[1] = r
background_heal_vs_absorbs.color[2] = g
background_heal_vs_absorbs.color[3] = b
background_heal_vs_absorbs.specialSpark = false
GameCooltip:AddStatusBar (healed_percentage, 1, r, g, b, .9, false, background_heal_vs_absorbs)
GameCooltip:AddIcon ([[Interface\ICONS\Ability_Priest_ReflectiveShield]], 1, 2, 14, 14, 0.0625, 0.9375, 0.0625, 0.9375)
GameCooltip:AddIcon ([[Interface\ICONS\Ability_Monk_ChiWave]], 1, 1, 14, 14, 0.9375, 0.0625, 0.0625, 0.9375)
end
elseif (instancia.sub_atributo == 3) then
local total_healed = self.total
local total_overheal = self.totalover
local both = total_healed + total_overheal
local healed_okey = total_healed / both * 100
local healed_disposed = total_overheal / both * 100
if (healed_okey > 1 and healed_disposed > 1) then
GameCooltip:AddLine (_math_floor (healed_okey).."%", _math_floor (healed_disposed).."%")
background_heal_vs_absorbs.color[1] = 1
background_heal_vs_absorbs.color[2] = 0
background_heal_vs_absorbs.color[3] = 0
background_heal_vs_absorbs.specialSpark = false
GameCooltip:AddStatusBar (healed_okey, 1, 0, 1, 0, .9, false, background_heal_vs_absorbs)
GameCooltip:AddIcon ([[Interface\Scenarios\ScenarioIcon-Check]], 1, 1, 14, 14, 0, 1, 0, 1)
GameCooltip:AddIcon ([[Interface\Glues\LOGIN\Glues-CheckBox-Check]], 1, 2, 14, 14, 1, 0, 0, 1)
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)
_table_insert (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)
_table_insert (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
_table_insert (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)
_table_insert (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)
_table_insert (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 meus_inimigos = {}
tabela = self.targets
for target_name, amount in _pairs (tabela) do
_table_insert (meus_inimigos, {target_name, amount, amount / total*100})
end
_table_sort (meus_inimigos, _detalhes.Sort2)
local amt_alvos = #meus_inimigos
gump:JI_AtualizaContainerAlvos (amt_alvos)
local max_inimigos = meus_inimigos[1] and meus_inimigos[1][2] or 0
for index, tabela in _ipairs (meus_inimigos) 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
local target_actor = instancia.showing (2, tabela[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 (tabela[1]))
barra.textura:SetStatusBarColor (1, 1, 1, 1)
if (info.sub_atributo == 2) then
barra.lineText4:SetText (_detalhes:comma_value (_math_floor (tabela[2]/meu_tempo)) .." (" .. _cstr ("%.1f", tabela[3]) .. "%)")
else
barra.lineText4:SetText (SelectedToKFunction (_, tabela[2]) .. " (" .. _cstr ("%.1f", tabela[3]) .. "%)")
end
barra.minha_tabela = self
barra.nome_inimigo = tabela [1]
-- no lugar do spell id colocar o que?
barra.spellid = tabela[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)
for _, barra in _ipairs (info.barras3) do
barra:Hide()
end
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)
_table_insert (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 barra
for index, tabela in _ipairs (minhas_magias) do
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
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
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/T)
t1[8] = normal_hits .. " / ".. _cstr ("%.1f", normal_hits/total_hits*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/media_critico*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/total_hits*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) .. "%"
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.spec = 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.spec = 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
end
end
end
return shadow
end
function atributo_heal:ColetarLixo (lastevent)
return _detalhes:ColetarLixo (class_type, lastevent)
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
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 (este_jogador, shadow)
_setmetatable (este_jogador, atributo_heal)
este_jogador.__index = atributo_heal
_detalhes.refresh:r_container_habilidades (este_jogador.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