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1623 lines
50 KiB
1623 lines
50 KiB
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--lua locals
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local _cstr = string.format
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local _math_floor = math.floor
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local _table_sort = table.sort
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local _table_insert = table.insert
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local _setmetatable = setmetatable
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local _ipairs = ipairs
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local _pairs = pairs
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local _rawget= rawget
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local _math_min = math.min
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local _math_max = math.max
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local _bit_band = bit.band
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local _unpack = unpack
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local _type = type
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--api locals
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local _GetSpellInfo = _detalhes.getspellinfo
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local GameTooltip = GameTooltip
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local _IsInRaid = IsInRaid
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local _IsInGroup = IsInGroup
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local _string_replace = _detalhes.string.replace --details api
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local _detalhes = _G._detalhes
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local AceLocale = LibStub ("AceLocale-3.0")
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local Loc = AceLocale:GetLocale ( "Details" )
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local _
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local gump = _detalhes.gump
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local alvo_da_habilidade = _detalhes.alvo_da_habilidade
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local container_habilidades = _detalhes.container_habilidades
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local container_combatentes = _detalhes.container_combatentes
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local container_pets = _detalhes.container_pets
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local atributo_energy = _detalhes.atributo_energy
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local habilidade_energy = _detalhes.habilidade_energy
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local container_energy = _detalhes.container_type.CONTAINER_ENERGY_CLASS
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--local modo_ALONE = _detalhes.modos.alone
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local modo_GROUP = _detalhes.modos.group
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local modo_ALL = _detalhes.modos.all
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local class_type = _detalhes.atributos.e_energy
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local DATA_TYPE_START = _detalhes._detalhes_props.DATA_TYPE_START
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local DATA_TYPE_END = _detalhes._detalhes_props.DATA_TYPE_END
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local ToKFunctions = _detalhes.ToKFunctions
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local SelectedToKFunction = ToKFunctions [1]
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local UsingCustomLeftText = false
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local UsingCustomRightText = false
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local FormatTooltipNumber = ToKFunctions [8]
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local TooltipMaximizedMethod = 1
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local headerColor = "yellow"
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local actor_class_color_r, actor_class_color_g, actor_class_color_b
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local info = _detalhes.playerDetailWindow
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local keyName
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function atributo_energy:NovaTabela (serial, nome, link)
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--> constructor
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local alphabetical = _detalhes:GetOrderNumber (nome)
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local _new_energyActor = {
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last_event = 0,
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tipo = class_type,
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total = alphabetical,
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totalover = alphabetical,
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passiveover = alphabetical,
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received = alphabetical,
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resource = alphabetical,
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alternatepower = alphabetical,
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last_value = nil,
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pets = {},
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targets = {},
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spells = container_habilidades:NovoContainer (container_energy),
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}
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_setmetatable (_new_energyActor, atributo_energy)
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return _new_energyActor
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end
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--> resources sort
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function _detalhes.SortGroupResource (container, keyName2)
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keyName = keyName2
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return _table_sort (container, _detalhes.SortKeyGroupResources)
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end
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function _detalhes.SortKeyGroupResources (table1, table2)
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if (table1.grupo and table2.grupo) then
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return table1 [keyName] > table2 [keyName]
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elseif (table1.grupo and not table2.grupo) then
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return true
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elseif (not table1.grupo and table2.grupo) then
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return false
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else
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return table1 [keyName] > table2 [keyName]
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end
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end
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function _detalhes.SortKeySimpleResources (table1, table2)
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return table1 [keyName] > table2 [keyName]
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end
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function _detalhes:ContainerSortResources (container, amount, keyName2)
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keyName = keyName2
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_table_sort (container, _detalhes.SortKeySimpleResources)
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if (amount) then
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for i = amount, 1, -1 do --> de tr�s pra frente
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if (container[i][keyName] < 1) then
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amount = amount-1
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else
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break
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end
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end
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return amount
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end
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end
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--> power types sort
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local power_table = {0, 1, 3, 6}
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local power_type
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local sort_energy = function (t1, t2)
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if (t1.powertype == power_type and t2.powertype == power_type) then
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return t1.received > t2.received
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elseif (t1.powertype == power_type) then
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return true
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elseif (t2.powertype == power_type) then
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return false
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else
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return t1.received > t2.received
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end
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end
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local sort_energyalternate = function (t1, t2)
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return t1.alternatepower > t2.alternatepower
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end
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local sort_energy_group = function (t1, t2)
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if (t1.grupo and t2.grupo) then
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if (t1.powertype == power_type and t2.powertype == power_type) then
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return t1.received > t2.received
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elseif (t1.powertype == power_type) then
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return true
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elseif (t2.powertype == power_type) then
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return false
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else
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return t1.received > t2.received
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end
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else
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if (t1.grupo) then
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return true
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elseif (t2.grupo) then
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return false
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else
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return t1.received > t2.received
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end
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end
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end
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local sort_alternateenergy_group = function (t1, t2)
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if (t1.grupo and t2.grupo) then
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return t1.alternatepower > t2.alternatepower
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else
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if (t1.grupo) then
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return true
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elseif (t2.grupo) then
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return false
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else
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return t1.alternatepower > t2.alternatepower
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end
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end
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end
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--> resource refresh
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local function RefreshBarraResources (tabela, barra, instancia)
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tabela:AtualizarResources (tabela.minha_barra, barra.colocacao, instancia)
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end
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function atributo_energy:AtualizarResources (whichRowLine, colocacao, instancia)
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local esta_barra = instancia.barras [whichRowLine]
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if (not esta_barra) then
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print ("DEBUG: problema com <instancia.esta_barra> "..whichRowLine.." "..colocacao)
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return
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end
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self._refresh_window = RefreshBarraResources
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local tabela_anterior = esta_barra.minha_tabela
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esta_barra.minha_tabela = self
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self.minha_barra = whichRowLine
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esta_barra.colocacao = colocacao
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local total = instancia.showing.totals.resources
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local combat_time = instancia.showing:GetCombatTime()
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local rps = _math_floor (self.resource / combat_time)
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local formated_resource = SelectedToKFunction (_, self.resource)
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local formated_rps = _cstr ("%.2f", self.resource / combat_time)
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local porcentagem
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if (instancia.row_info.percent_type == 1) then
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porcentagem = _cstr ("%.1f", self.resource / total * 100)
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elseif (instancia.row_info.percent_type == 2) then
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porcentagem = _cstr ("%.1f", self.resource / instancia.top * 100)
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end
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local bars_show_data = instancia.row_info.textR_show_data
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local bars_brackets = instancia:GetBarBracket()
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local bars_separator = instancia:GetBarSeparator()
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if (not bars_show_data [1]) then
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formated_resource = ""
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end
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if (not bars_show_data [2]) then
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formated_rps = ""
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end
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if (not bars_show_data [3]) then
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porcentagem = ""
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else
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porcentagem = porcentagem .. "%"
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end
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local rightText = formated_resource .. bars_brackets[1] .. formated_rps .. " r/s" .. bars_separator .. porcentagem .. bars_brackets[2]
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if (UsingCustomRightText) then
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esta_barra.lineText4:SetText (_string_replace (instancia.row_info.textR_custom_text, formated_resource, formated_rps, porcentagem, self, instancia.showing, instancia, rightText))
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else
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if (instancia.use_multi_fontstrings) then
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Details:SetTextsOnLine(esta_barra, formated_resource, formated_rps .. " r/s", porcentagem .. "%")
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else
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esta_barra.lineText4:SetText (rightText)
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end
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end
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esta_barra.lineText1:SetText (colocacao .. ". " .. self.nome)
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esta_barra.lineText1:SetSize (esta_barra:GetWidth() - esta_barra.lineText4:GetStringWidth() - 20, 15)
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esta_barra:SetValue (100)
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if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
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Details.FadeHandler.Fader (esta_barra, "out")
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end
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--> texture color
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actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
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self:SetBarColors (esta_barra, instancia, actor_class_color_r, actor_class_color_g, actor_class_color_b)
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--> icon
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self:SetClassIcon (esta_barra.icone_classe, instancia, self.classe)
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end
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--> refresh function
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function atributo_energy:RefreshWindow (instancia, tabela_do_combate, forcar, exportar)
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local showing = tabela_do_combate [class_type]
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if (#showing._ActorTable < 1) then --> n�o h� barras para mostrar
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return _detalhes:EsconderBarrasNaoUsadas (instancia, showing), "", 0, 0
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end
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local total = 0
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instancia.top = 0
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local sub_atributo = instancia.sub_atributo
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local conteudo = showing._ActorTable
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local amount = #conteudo
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local modo = instancia.modo
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if (sub_atributo == 5) then
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--> showing resources
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keyName = "resource"
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if (modo == modo_ALL) then
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amount = _detalhes:ContainerSortResources (conteudo, amount, "resource")
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instancia.top = conteudo[1].resource
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for index, player in _ipairs (conteudo) do
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if (player.resource >= 1) then
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total = total + player.resource
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else
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break
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end
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end
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elseif (modo == modo_GROUP) then
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_table_sort (conteudo, _detalhes.SortKeyGroupResources)
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for index, player in _ipairs (conteudo) do
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if (player.grupo) then --> � um player e esta em grupo
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if (player.resource < 1) then --> dano menor que 1, interromper o loop
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amount = index - 1
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break
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end
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total = total + player.resource
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else
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amount = index-1
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break
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end
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end
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instancia.top = conteudo [1].resource
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end
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showing:remapear()
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if (exportar) then
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return total, keyName, instancia.top, amount
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end
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if (total < 1) then
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instancia:EsconderScrollBar()
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return _detalhes:EndRefresh (instancia, total, tabela_do_combate, showing)
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end
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tabela_do_combate.totals.resources = total
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instancia:RefreshScrollBar (amount)
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local whichRowLine = 1
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local barras_container = instancia.barras
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for i = instancia.barraS[1], instancia.barraS[2], 1 do
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conteudo[i]:AtualizarResources (whichRowLine, i, instancia)
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whichRowLine = whichRowLine+1
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end
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--> beta, hidar barras n�o usadas durante um refresh for�ado
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if (forcar) then
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if (instancia.modo == 2) then --> group
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for i = whichRowLine, instancia.rows_fit_in_window do
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Details.FadeHandler.Fader (instancia.barras [i], "in", Details.fade_speed)
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end
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end
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end
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return _detalhes:EndRefresh (instancia, total, tabela_do_combate, showing)
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end
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power_type = power_table [sub_atributo]
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keyName = "received"
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if (sub_atributo == 6) then
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keyName = "alternatepower"
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end
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if (exportar) then
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if (_type (exportar) == "boolean") then
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--keyName = "received"
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else
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keyName = exportar.key
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modo = exportar.modo
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end
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else
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--keyName = "received"
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end
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if (modo == modo_ALL) then
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_table_sort (conteudo, sort_energyalternate)
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if (keyName == "alternatepower") then
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for i = amount, 1, -1 do
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if (conteudo[i].alternatepower < 1) then
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amount = amount-1
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else
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break
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end
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end
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total = tabela_do_combate.totals [class_type] ["alternatepower"]
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instancia.top = conteudo[1].alternatepower
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else
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for i = amount, 1, -1 do
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if (conteudo[i].received < 1) then
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amount = amount-1
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elseif (conteudo[i].powertype ~= power_type) then
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amount = amount-1
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else
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break
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end
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end
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total = tabela_do_combate.totals [class_type] [power_type]
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instancia.top = conteudo[1].received
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end
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elseif (modo == modo_GROUP) then
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if (keyName == "alternatepower") then
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_table_sort (conteudo, sort_alternateenergy_group)
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for index, player in _ipairs (conteudo) do
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if (player.grupo) then
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if (player.alternatepower < 1) then
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amount = index - 1
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break
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end
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total = total + player.alternatepower
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else
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amount = index-1
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break
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end
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end
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instancia.top = conteudo[1].alternatepower
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else
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_table_sort (conteudo, sort_energy_group)
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for index, player in _ipairs (conteudo) do
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if (player.grupo) then
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if (player.received < 1) then
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amount = index - 1
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break
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elseif (player.powertype ~= power_type) then
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amount = index - 1
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break
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end
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total = total + player.received
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else
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amount = index-1
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break
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end
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end
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instancia.top = conteudo[1].received
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end
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end
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showing:remapear()
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if (exportar) then
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return total, keyName, instancia.top, amount
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end
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if (amount < 1) then --> n�o h� barras para mostrar
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instancia:EsconderScrollBar()
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return _detalhes:EndRefresh (instancia, total, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
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end
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instancia:RefreshScrollBar (amount)
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local whichRowLine = 1
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local barras_container = instancia.barras
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local percentage_type = instancia.row_info.percent_type
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local bars_show_data = instancia.row_info.textR_show_data
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local bars_brackets = instancia:GetBarBracket()
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local bars_separator = instancia:GetBarSeparator()
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local baseframe = instancia.baseframe
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local use_animations = _detalhes.is_using_row_animations and (not baseframe.isStretching and not forcar and not baseframe.isResizing)
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if (total == 0) then
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total = 0.00000001
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end
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local myPos
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local following = instancia.following.enabled
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if (following) then
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if (using_cache) then
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local pname = _detalhes.playername
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for i, actor in _ipairs (conteudo) do
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if (actor.nome == pname) then
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myPos = i
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break
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end
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end
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else
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myPos = showing._NameIndexTable [_detalhes.playername]
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end
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end
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local combat_time = instancia.showing:GetCombatTime()
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UsingCustomLeftText = instancia.row_info.textL_enable_custom_text
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UsingCustomRightText = instancia.row_info.textR_enable_custom_text
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local use_total_bar = false
|
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if (instancia.total_bar.enabled) then
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use_total_bar = true
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if (instancia.total_bar.only_in_group and (not _IsInGroup() and not _IsInRaid())) then
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use_total_bar = false
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end
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end
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if (instancia.bars_sort_direction == 1) then --top to bottom
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if (use_total_bar and instancia.barraS[1] == 1) then
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whichRowLine = 2
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local iter_last = instancia.barraS[2]
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if (iter_last == instancia.rows_fit_in_window) then
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iter_last = iter_last - 1
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end
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local row1 = barras_container [1]
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row1.minha_tabela = nil
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row1.lineText1:SetText (Loc ["STRING_TOTAL"])
|
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if (instancia.use_multi_fontstrings) then
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Details:SetTextsOnLine(row1, "", _detalhes:ToK2 (total, _detalhes:ToK (total / combat_time)))
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else
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row1.lineText4:SetText (_detalhes:ToK2 (total) .. " (" .. _detalhes:ToK (total / combat_time) .. ")")
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end
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row1:SetValue (100)
|
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local r, g, b = unpack (instancia.total_bar.color)
|
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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
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
else
|
|
for i = instancia.barraS[1], iter_last, 1 do --> vai atualizar s� o range que esta sendo mostrado
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
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
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
else
|
|
for i = instancia.barraS[1], instancia.barraS[2], 1 do --> vai atualizar s� o range que esta sendo mostrado
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
for i = iter_last-1, instancia.barraS[1], -1 do --> vai atualizar s� o range que esta sendo mostrado
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
end
|
|
else
|
|
for i = iter_last, instancia.barraS[1], -1 do --> vai atualizar s� o range que esta sendo mostrado
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
for i = instancia.barraS[2]-1, instancia.barraS[1], -1 do --> vai atualizar s� o range que esta sendo mostrado
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
end
|
|
else
|
|
for i = instancia.barraS[2], instancia.barraS[1], -1 do --> vai atualizar s� o range que esta sendo mostrado
|
|
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) --> inst�ncia, index, total, valor da 1� barra
|
|
whichRowLine = whichRowLine+1
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
if (use_animations) then
|
|
instancia:PerformAnimations (whichRowLine-1)
|
|
end
|
|
|
|
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
|
|
|
|
return _detalhes:EndRefresh (instancia, total, tabela_do_combate, showing) --> retorna a tabela que precisa ganhar o refresh
|
|
|
|
end
|
|
|
|
function atributo_energy: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 esta_barra = instancia.barras[whichRowLine] --> pega a refer�ncia da barra na janela
|
|
|
|
if (not esta_barra) then
|
|
print ("DEBUG: problema com <instancia.esta_barra> "..whichRowLine.." "..lugar)
|
|
return
|
|
end
|
|
|
|
local tabela_anterior = esta_barra.minha_tabela
|
|
|
|
esta_barra.minha_tabela = self
|
|
esta_barra.colocacao = lugar
|
|
|
|
self.minha_barra = esta_barra
|
|
self.colocacao = lugar
|
|
|
|
local esta_e_energy_total = self [keyName] --> total de dano que este jogador deu
|
|
|
|
-- local porcentagem = esta_e_energy_total / total * 100
|
|
local porcentagem
|
|
if (percentage_type == 1) then
|
|
porcentagem = _cstr ("%.1f", esta_e_energy_total / total * 100)
|
|
elseif (percentage_type == 2) then
|
|
porcentagem = _cstr ("%.1f", esta_e_energy_total / instancia.top * 100)
|
|
end
|
|
|
|
local esta_porcentagem = _math_floor ((esta_e_energy_total/instancia.top) * 100)
|
|
|
|
local formated_energy = SelectedToKFunction (_, esta_e_energy_total)
|
|
|
|
if (not bars_show_data [1]) then
|
|
formated_energy = ""
|
|
end
|
|
if (not bars_show_data [3]) then
|
|
porcentagem = ""
|
|
else
|
|
porcentagem = porcentagem .. "%"
|
|
end
|
|
|
|
local rightText = formated_energy .. bars_brackets[1] .. porcentagem .. bars_brackets[2]
|
|
if (UsingCustomRightText) then
|
|
esta_barra.lineText4:SetText (_string_replace (instancia.row_info.textR_custom_text, formated_energy, "", porcentagem, self, instancia.showing, instancia, rightText))
|
|
else
|
|
if (instancia.use_multi_fontstrings) then
|
|
Details:SetTextsOnLine(esta_barra, "", formated_energy, porcentagem)
|
|
else
|
|
esta_barra.lineText4:SetText (rightText)
|
|
end
|
|
end
|
|
|
|
if (esta_barra.mouse_over and not instancia.baseframe.isMoving) then --> precisa atualizar o tooltip
|
|
gump:UpdateTooltip (whichRowLine, esta_barra, instancia)
|
|
end
|
|
|
|
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
|
|
|
|
return self:RefreshBarra2 (esta_barra, instancia, tabela_anterior, forcar, esta_porcentagem, whichRowLine, barras_container, use_animations)
|
|
end
|
|
|
|
function atributo_energy:RefreshBarra2 (esta_barra, instancia, tabela_anterior, forcar, esta_porcentagem, whichRowLine, barras_container, use_animations)
|
|
|
|
--> primeiro colocado
|
|
if (esta_barra.colocacao == 1) then
|
|
if (not tabela_anterior or tabela_anterior ~= esta_barra.minha_tabela or forcar) then
|
|
esta_barra:SetValue (100)
|
|
|
|
if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
|
|
Details.FadeHandler.Fader (esta_barra, "out")
|
|
end
|
|
|
|
return self:RefreshBarra (esta_barra, instancia)
|
|
else
|
|
return
|
|
end
|
|
else
|
|
|
|
if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
|
|
|
|
if (use_animations) then
|
|
esta_barra.animacao_fim = esta_porcentagem
|
|
else
|
|
esta_barra:SetValue (esta_porcentagem)
|
|
esta_barra.animacao_ignorar = true
|
|
end
|
|
|
|
Details.FadeHandler.Fader (esta_barra, "out")
|
|
|
|
if (instancia.row_info.texture_class_colors) then
|
|
esta_barra.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
|
|
end
|
|
if (instancia.row_info.texture_background_class_color) then
|
|
esta_barra.background:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
|
|
end
|
|
|
|
return self:RefreshBarra (esta_barra, instancia)
|
|
|
|
else
|
|
--> agora esta comparando se a tabela da barra � diferente da tabela na atualiza��o anterior
|
|
if (not tabela_anterior or tabela_anterior ~= esta_barra.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
|
|
esta_barra.animacao_fim = esta_porcentagem
|
|
else
|
|
esta_barra:SetValue (esta_porcentagem)
|
|
esta_barra.animacao_ignorar = true
|
|
end
|
|
|
|
esta_barra.last_value = esta_porcentagem --> reseta o ultimo valor da barra
|
|
|
|
return self:RefreshBarra (esta_barra, instancia)
|
|
|
|
elseif (esta_porcentagem ~= esta_barra.last_value) then --> continua mostrando a mesma tabela ent�o compara a porcentagem
|
|
--> apenas atualizar
|
|
if (use_animations) then
|
|
esta_barra.animacao_fim = esta_porcentagem
|
|
else
|
|
esta_barra:SetValue (esta_porcentagem)
|
|
end
|
|
esta_barra.last_value = esta_porcentagem
|
|
|
|
return self:RefreshBarra (esta_barra, instancia)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
function atributo_energy:RefreshBarra (esta_barra, 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 (esta_barra.icone_classe, instancia, class)
|
|
--> texture color
|
|
self:SetBarColors (esta_barra, instancia, actor_class_color_r, actor_class_color_g, actor_class_color_b)
|
|
--> left text
|
|
self:SetBarLeftText (esta_barra, instancia, enemy, arena_enemy, arena_ally, UsingCustomLeftText)
|
|
|
|
esta_barra.lineText1:SetSize (esta_barra:GetWidth() - esta_barra.lineText4:GetStringWidth() - 20, 15)
|
|
|
|
end
|
|
|
|
--------------------------------------------- // TOOLTIPS // ---------------------------------------------
|
|
function atributo_energy:KeyNames (sub_atributo)
|
|
return "total"
|
|
end
|
|
|
|
---------> TOOLTIPS BIFURCA��O ~tooltip
|
|
|
|
local resource_bg_color = {.1, .1, .1, 0.6}
|
|
local resource_bg_coords = {.6, 0.1, 0, 0.64453125}
|
|
|
|
function atributo_energy:ToolTip (instancia, numero, barra, keydown)
|
|
if (instancia.sub_atributo <= 4) then
|
|
return self:ToolTipRegenRecebido (instancia, numero, barra, keydown)
|
|
|
|
elseif (instancia.sub_atributo == 5) then --resources
|
|
|
|
local resource_string = _detalhes.resource_strings [self.resource_type]
|
|
if (resource_string) then
|
|
local icon = _detalhes.resource_icons [self.resource_type]
|
|
|
|
GameCooltip:AddLine (resource_string, floor (self.resource) .. " (" .. _cstr ("%.2f", self.resource / instancia.showing:GetCombatTime()) .. " per second)", 1, "white")
|
|
GameCooltip:AddIcon (icon.file, 1, 1, 16, 16, unpack (icon.coords))
|
|
GameCooltip:SetWallpaper (1, [[Interface\SPELLBOOK\Spellbook-Page-1]], resource_bg_coords, resource_bg_color, true)
|
|
|
|
return true
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
--> tooltip locals
|
|
local r, g, b
|
|
local barAlha = .6
|
|
|
|
local energy_tooltips_table = {}
|
|
local energy_tooltips_hash = {}
|
|
|
|
local reset_tooltips_table = function()
|
|
for i = 1, #energy_tooltips_table do
|
|
local t = energy_tooltips_table [i]
|
|
t[1], t[2], t[3] = "", 0, ""
|
|
end
|
|
|
|
for k, v in _pairs (energy_tooltips_hash) do
|
|
energy_tooltips_hash [k] = nil
|
|
end
|
|
end
|
|
|
|
function atributo_energy:ToolTipRegenRecebido (instancia, numero, barra, keydown)
|
|
|
|
reset_tooltips_table()
|
|
|
|
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 powertype = self.powertype
|
|
local tabela_do_combate = instancia.showing
|
|
local container = tabela_do_combate [class_type]
|
|
local total_regenerado = self.received
|
|
local name = self.nome
|
|
|
|
--> spells:
|
|
local i = 1
|
|
|
|
for index, actor in _ipairs (container._ActorTable) do
|
|
if (actor.powertype == powertype) then
|
|
|
|
for spellid, spell in _pairs (actor.spells._ActorTable) do
|
|
local on_self = spell.targets [name]
|
|
if (on_self) then
|
|
local already_tracked = energy_tooltips_hash [spellid]
|
|
if (already_tracked) then
|
|
local t = energy_tooltips_table [already_tracked]
|
|
t[2] = t[2] + on_self
|
|
else
|
|
local t = energy_tooltips_table [i]
|
|
if (not t) then
|
|
energy_tooltips_table [i] = {}
|
|
t = energy_tooltips_table [i]
|
|
end
|
|
t[1], t[2], t[3] = spellid, on_self, ""
|
|
energy_tooltips_hash [spellid] = i
|
|
i = i + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
i = i - 1
|
|
_table_sort (energy_tooltips_table, _detalhes.Sort2)
|
|
|
|
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_SPELLS"], headerColor, i, [[Interface\HELPFRAME\ReportLagIcon-Spells]], 0.21875, 0.78125, 0.21875, 0.78125)
|
|
|
|
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 max = i
|
|
if (max > 3) then
|
|
max = 3
|
|
end
|
|
|
|
if (ismaximized) then
|
|
max = 99
|
|
end
|
|
|
|
local icon_size = _detalhes.tooltip.icon_size
|
|
local icon_border = _detalhes.tooltip.icon_border_texcoord
|
|
|
|
for o = 1, math.min (i, max) do
|
|
local spell = energy_tooltips_table [o]
|
|
|
|
if (spell [2] < 1) then
|
|
break
|
|
end
|
|
|
|
local nome_magia, _, icone_magia = _GetSpellInfo (spell [1])
|
|
GameCooltip:AddLine (nome_magia, FormatTooltipNumber (_, spell [2]).." (".._cstr("%.1f", (spell [2]/total_regenerado) * 100).."%)")
|
|
GameCooltip:AddIcon (icone_magia, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
|
|
_detalhes:AddTooltipBackgroundStatusbar (false, spell [2] / energy_tooltips_table [1][2] * 100)
|
|
end
|
|
|
|
--> players
|
|
reset_tooltips_table()
|
|
i = 1
|
|
|
|
for index, actor in _ipairs (container._ActorTable) do
|
|
if (actor.powertype == powertype) then
|
|
|
|
local on_self = actor.targets [name]
|
|
if (on_self) then
|
|
local t = energy_tooltips_table [i]
|
|
if (not t) then
|
|
energy_tooltips_table [i] = {}
|
|
t = energy_tooltips_table [i]
|
|
end
|
|
t[1], t[2], t[3] = actor.nome, on_self, actor.classe
|
|
i = i + 1
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
i = i - 1
|
|
_table_sort (energy_tooltips_table, _detalhes.Sort2)
|
|
|
|
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_PLAYERS"], headerColor, i, [[Interface\HELPFRAME\HelpIcon-HotIssues]], 0.21875, 0.78125, 0.21875, 0.78125)
|
|
|
|
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
|
|
|
|
max = i
|
|
if (max > 3) then
|
|
max = 3
|
|
end
|
|
|
|
if (ismaximized) then
|
|
max = 99
|
|
end
|
|
|
|
for o = 1, math.min (i, max) do
|
|
|
|
local source = energy_tooltips_table [o]
|
|
|
|
if (source [2] < 1) then
|
|
break
|
|
end
|
|
|
|
GameCooltip:AddLine (source [1], FormatTooltipNumber (_, source [2]).." (".._cstr("%.1f", (source [2] / total_regenerado) * 100).."%)")
|
|
_detalhes:AddTooltipBackgroundStatusbar()
|
|
|
|
local classe = source [3]
|
|
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
|
|
|
|
--> player generators
|
|
local allGeneratorSpells = {}
|
|
local allGenerated = 0
|
|
for spellid, spellObject in _pairs (self.spells._ActorTable) do
|
|
tinsert (allGeneratorSpells, {spellObject, spellObject.total, spellObject.totalover})
|
|
allGenerated = allGenerated + spellObject.total
|
|
end
|
|
|
|
table.sort (allGeneratorSpells, _detalhes.Sort2)
|
|
|
|
_detalhes:AddTooltipSpellHeaderText (self.nome .. " Generators", headerColor, #allGeneratorSpells, [[Interface\HELPFRAME\HelpIcon-HotIssues]], 0.21875, 0.78125, 0.21875, 0.78125)
|
|
_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
|
|
|
|
for i = 1, #allGeneratorSpells do
|
|
local thisGenerator = allGeneratorSpells [i]
|
|
local spellName, _, spellIcon = GetSpellInfo (thisGenerator[1].id)
|
|
GameCooltip:AddLine (spellName, FormatTooltipNumber (_, thisGenerator[2]) .. " (|cFFFF5555overflow: " .. FormatTooltipNumber (_, thisGenerator[3]) .. "|r | " .. _cstr ("%.1f", (thisGenerator[2] / allGenerated) * 100).."%)")
|
|
GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W, icon_size.H, .1, .9, .1, .9)
|
|
_detalhes:AddTooltipBackgroundStatusbar()
|
|
end
|
|
|
|
--auto regen overflow
|
|
_detalhes:AddTooltipSpellHeaderText (self.nome .. " Auto Regen Overflow", headerColor, 1, [[Interface\CHARACTERFRAME\Disconnect-Icon]], 0.3, 0.7, 0.3, 0.7)
|
|
_detalhes:AddTooltipHeaderStatusbar (r, g, b, 1)
|
|
|
|
GameCooltip:AddLine ("Auto Regen Overflow", FormatTooltipNumber (_, self.passiveover) .. " ( " .. _cstr ("%.1f", self.passiveover / (self.passiveover + self.total) * 100) .. "%)")
|
|
GameCooltip:AddIcon ([[Interface\COMMON\Indicator-Red]], nil, nil, icon_size.W, icon_size.H)
|
|
_detalhes:AddTooltipBackgroundStatusbar()
|
|
|
|
return true
|
|
end
|
|
|
|
--------------------------------------------- // JANELA DETALHES // ---------------------------------------------
|
|
|
|
---------> DETALHES BIFURCA��O
|
|
function atributo_energy:MontaInfo()
|
|
if (info.sub_atributo <= 4) then
|
|
return self:MontaInfoRegenRecebido()
|
|
end
|
|
end
|
|
|
|
---------> DETALHES bloco da direita BIFURCA��O
|
|
function atributo_energy:MontaDetalhes (spellid, barra)
|
|
if (info.sub_atributo <= 4) then
|
|
return self:MontaDetalhesRegenRecebido (spellid, barra)
|
|
end
|
|
end
|
|
|
|
function atributo_energy:MontaInfoRegenRecebido()
|
|
|
|
reset_tooltips_table()
|
|
|
|
local barras = info.barras1
|
|
local barras2 = info.barras2
|
|
local barras3 = info.barras3
|
|
|
|
local instancia = info.instancia
|
|
|
|
local tabela_do_combate = instancia.showing
|
|
local container = tabela_do_combate [class_type]
|
|
|
|
local total_regenerado = self.received
|
|
local my_name = self.nome
|
|
local powertype = self.powertype
|
|
|
|
--> spells:
|
|
local i = 1
|
|
|
|
for index, actor in _ipairs (container._ActorTable) do
|
|
if (actor.powertype == powertype) then
|
|
|
|
for spellid, spell in _pairs (actor.spells._ActorTable) do
|
|
local on_self = spell.targets [my_name]
|
|
|
|
if (on_self) then
|
|
local already_tracked = energy_tooltips_hash [spellid]
|
|
if (already_tracked) then
|
|
local t = energy_tooltips_table [already_tracked]
|
|
t[2] = t[2] + on_self
|
|
else
|
|
local t = energy_tooltips_table [i]
|
|
if (not t) then
|
|
energy_tooltips_table [i] = {}
|
|
t = energy_tooltips_table [i]
|
|
end
|
|
t[1], t[2], t[3] = spellid, on_self, ""
|
|
energy_tooltips_hash [spellid] = i
|
|
i = i + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
i = i - 1
|
|
_table_sort (energy_tooltips_table, _detalhes.Sort2)
|
|
|
|
|
|
local amt = i
|
|
|
|
if (amt < 1) then
|
|
return true
|
|
end
|
|
|
|
gump:JI_AtualizaContainerBarras (amt)
|
|
local max_ = energy_tooltips_table [1][2]
|
|
|
|
for index, tabela in _ipairs (energy_tooltips_table) do
|
|
|
|
if (tabela [2] < 1) then
|
|
break
|
|
end
|
|
|
|
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])
|
|
|
|
local spellname, _, spellicon = _GetSpellInfo (tabela [1])
|
|
local percent = tabela [2] / total_regenerado * 100
|
|
|
|
self:UpdadeInfoBar (barra, index, tabela[1], spellname, tabela[2], _detalhes:comma_value (tabela[2]), max_, percent, spellicon, true)
|
|
|
|
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
|
|
|
|
--> players:
|
|
|
|
reset_tooltips_table()
|
|
i = 1
|
|
|
|
for index, actor in _ipairs (container._ActorTable) do
|
|
if (actor.powertype == powertype) then
|
|
|
|
local on_self = actor.targets [my_name]
|
|
if (on_self) then
|
|
local t = energy_tooltips_table [i]
|
|
if (not t) then
|
|
energy_tooltips_table [i] = {}
|
|
t = energy_tooltips_table [i]
|
|
end
|
|
t[1], t[2], t[3] = actor.nome, on_self, actor.classe
|
|
i = i + 1
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
i = i - 1
|
|
_table_sort (energy_tooltips_table, _detalhes.Sort2)
|
|
|
|
local amt_fontes = i
|
|
gump:JI_AtualizaContainerAlvos (amt_fontes)
|
|
|
|
local max_fontes = energy_tooltips_table[1][2]
|
|
|
|
local barra
|
|
for index, tabela in _ipairs (energy_tooltips_table) do
|
|
|
|
if (tabela [2] < 1) then
|
|
break
|
|
end
|
|
|
|
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_fontes*100)
|
|
end
|
|
|
|
barra.lineText1:SetText (index..instancia.divisores.colocacao..tabela[1])
|
|
barra.lineText4:SetText (_detalhes:comma_value (tabela[2]) .. " (" .. _cstr("%.1f", tabela[2]/total_regenerado * 100) .. ")")
|
|
|
|
if (barra.mouse_over) then --> atualizar o tooltip
|
|
if (barra.isAlvo) then
|
|
GameTooltip:Hide()
|
|
GameTooltip:SetOwner (barra, "ANCHOR_TOPRIGHT")
|
|
if (not barra.minha_tabela:MontaTooltipAlvos (barra, index)) then
|
|
return
|
|
end
|
|
GameTooltip:Show()
|
|
end
|
|
end
|
|
|
|
barra.minha_tabela = self
|
|
|
|
--print ("nome_inimigo = ", tabela [1])
|
|
barra.nome_inimigo = tabela [1]
|
|
|
|
barra:Show()
|
|
end
|
|
|
|
end
|
|
|
|
function atributo_energy:MontaDetalhesRegenRecebido (nome, barra)
|
|
|
|
for _, barra in _ipairs (info.barras3) do
|
|
barra:Hide()
|
|
end
|
|
|
|
reset_tooltips_table()
|
|
|
|
local barras = info.barras3
|
|
local instancia = info.instancia
|
|
|
|
local tabela_do_combate = info.instancia.showing
|
|
local container = tabela_do_combate [class_type]
|
|
|
|
local total_regenerado = self.received
|
|
|
|
local spellid = nome
|
|
local who_name = self.nome
|
|
|
|
--> who is regenerating with the spell -> nome
|
|
|
|
--> spells:
|
|
local i = 1
|
|
|
|
for index, actor in _ipairs (container._ActorTable) do
|
|
if (actor.powertype == powertype) then
|
|
local spell = actor.spells._ActorTable [spellid]
|
|
if (spell) then
|
|
local on_self = spell.targets [who_name]
|
|
if (on_self) then
|
|
local t = energy_tooltips_table [i]
|
|
if (not t) then
|
|
energy_tooltips_table [i] = {}
|
|
t = energy_tooltips_table [i]
|
|
end
|
|
t[1], t[2], t[3] = actor.nome, on_self, actor.classe
|
|
i = i + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
i = i - 1
|
|
|
|
if (i < 1) then
|
|
return
|
|
end
|
|
|
|
_table_sort (energy_tooltips_table, _detalhes.Sort2)
|
|
|
|
local max_ = energy_tooltips_table [1][2]
|
|
|
|
local barra
|
|
for index, tabela in _ipairs (from) do
|
|
|
|
if (tabela [2] < 1) then
|
|
break
|
|
end
|
|
|
|
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)
|
|
end
|
|
|
|
if (index == 1) then
|
|
barra.textura:SetValue (100)
|
|
else
|
|
barra.textura:SetValue (tabela[2] / max_ * 100)
|
|
end
|
|
|
|
barra.lineText1:SetText (index .. "." .. tabela [1])
|
|
barra.lineText4:SetText (_detalhes:comma_value (tabela[2]) .." (" .. _cstr("%.1f", tabela[2] / total_regenerado * 100) .."%)")
|
|
|
|
barra.textura:SetStatusBarColor (_unpack (_detalhes.class_colors [tabela[3]]))
|
|
barra.icone:SetTexture ("Interface\\AddOns\\Details\\images\\classes_small")
|
|
|
|
barra.icone:SetTexCoord (_unpack (_detalhes.class_coords [tabela[3]]))
|
|
|
|
barra:Show() --> mostra a barra
|
|
|
|
if (index == 15) then
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
function atributo_energy:MontaTooltipAlvos (esta_barra, index)
|
|
|
|
local instancia = info.instancia
|
|
local tabela_do_combate = instancia.showing
|
|
local container = tabela_do_combate [class_type]
|
|
|
|
local total_regenerado = self.received
|
|
local my_name = self.nome
|
|
|
|
reset_tooltips_table()
|
|
|
|
-- actor nome
|
|
|
|
local actor = container._ActorTable [container._NameIndexTable [esta_barra.nome_inimigo]]
|
|
|
|
--print ("Mouse Over", actor, esta_barra.nome_inimigo, self.tipo)
|
|
|
|
if (actor) then
|
|
--> spells:
|
|
local i = 1
|
|
|
|
for spellid, spell in _pairs (actor.spells._ActorTable) do
|
|
local on_self = spell.targets [my_name]
|
|
if (on_self) then
|
|
local t = energy_tooltips_table [i]
|
|
if (not t) then
|
|
energy_tooltips_table [i] = {}
|
|
t = energy_tooltips_table [i]
|
|
end
|
|
t[1], t[2], t[3] = spellid, on_self, ""
|
|
i = i + 1
|
|
end
|
|
end
|
|
|
|
i = i - 1
|
|
_table_sort (energy_tooltips_table, _detalhes.Sort2)
|
|
|
|
--print (i, #energy_tooltips_table)
|
|
|
|
for index, spell in _ipairs (energy_tooltips_table) do
|
|
if (spell [2] < 1) then
|
|
break
|
|
end
|
|
|
|
local spellname, _, spellicon = _GetSpellInfo (spell [1])
|
|
GameTooltip:AddDoubleLine (spellname .. ": ", _detalhes:comma_value (spell [2]) .. " (" .. _cstr ("%.1f", (spell [2] / total_regenerado) * 100).."%)", 1, 1, 1, 1, 1, 1)
|
|
GameTooltip:AddTexture (icone_magia)
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
--controla se o dps do jogador esta travado ou destravado
|
|
function atributo_energy:Iniciar (iniciar)
|
|
return false --retorna se o dps esta aberto ou fechado para este jogador
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
--> core functions
|
|
|
|
--> atualize a funcao de abreviacao
|
|
function atributo_energy: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_energy:subtract_total (combat_table)
|
|
--print ("reduce total:", combat_table.totals [class_type] [self.powertype], self.total, self.powertype, self.nome)
|
|
if (self.powertype and combat_table.totals [class_type] [self.powertype]) then
|
|
combat_table.totals [class_type] [self.powertype] = combat_table.totals [class_type] [self.powertype] - self.total
|
|
if (self.grupo) then
|
|
combat_table.totals_grupo [class_type] [self.powertype] = combat_table.totals_grupo [class_type] [self.powertype] - self.total
|
|
end
|
|
end
|
|
|
|
end
|
|
function atributo_energy:add_total (combat_table)
|
|
--print ("add total:", combat_table.totals [class_type] [self.powertype], self.total)
|
|
if (self.powertype and combat_table.totals [class_type] [self.powertype]) then
|
|
combat_table.totals [class_type] [self.powertype] = combat_table.totals [class_type] [self.powertype] + self.total
|
|
|
|
if (self.grupo) then
|
|
combat_table.totals_grupo [class_type] [self.powertype] = combat_table.totals_grupo [class_type] [self.powertype] + self.total
|
|
end
|
|
end
|
|
end
|
|
|
|
--> restaura e liga o ator com a sua shadow durante a inicializa��o
|
|
|
|
function atributo_energy:r_onlyrefresh_shadow (actor)
|
|
|
|
--> criar uma shadow desse ator se ainda n�o tiver uma
|
|
local overall_energy = _detalhes.tabela_overall [3]
|
|
local shadow = overall_energy._ActorTable [overall_energy._NameIndexTable [actor.nome]]
|
|
|
|
if (not shadow) then
|
|
shadow = overall_energy: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
|
|
|
|
end
|
|
|
|
--> restaura a meta e indexes ao ator
|
|
_detalhes.refresh:r_atributo_energy (actor, shadow)
|
|
shadow.powertype = actor.powertype
|
|
|
|
if (actor.resource) then
|
|
shadow.resource = (shadow.resource or 0) + actor.resource
|
|
shadow.resource_type = actor.resource_type
|
|
end
|
|
|
|
--> targets
|
|
for target_name, amount in _pairs (actor.targets) do
|
|
shadow.targets [target_name] = 0
|
|
end
|
|
|
|
--> spells
|
|
for spellid, habilidade in _pairs (actor.spells._ActorTable) do
|
|
local habilidade_shadow = shadow.spells:PegaHabilidade (spellid, true, "SPELL_ENERGY", false)
|
|
--> spell targets
|
|
for target_name, amount in _pairs (habilidade.targets) do
|
|
habilidade_shadow.targets [target_name] = 0
|
|
end
|
|
end
|
|
|
|
return shadow
|
|
end
|
|
|
|
function atributo_energy: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_energy = host_combat [3]
|
|
local shadow = overall_energy._ActorTable [overall_energy._NameIndexTable [actor.nome]]
|
|
|
|
if (not shadow) then
|
|
shadow = overall_energy: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
|
|
|
|
end
|
|
|
|
--> restaura a meta e indexes ao ator
|
|
if (not no_refresh) then
|
|
_detalhes.refresh:r_atributo_energy (actor, shadow)
|
|
end
|
|
|
|
--> pets (add unique pet names)
|
|
for _, petName in _ipairs (actor.pets) do
|
|
DetailsFramework.table.addunique (shadow.pets, petName)
|
|
end
|
|
|
|
--> total das energias (captura de dados)
|
|
shadow.total = shadow.total + actor.total
|
|
shadow.received = shadow.received + actor.received
|
|
shadow.alternatepower = shadow.alternatepower + actor.alternatepower
|
|
|
|
if (not actor.powertype) then
|
|
--print ("actor without powertype", actor.nome, actor.powertype)
|
|
actor.powertype = 1
|
|
end
|
|
|
|
shadow.powertype = actor.powertype
|
|
|
|
if (actor.resource) then
|
|
shadow.resource = (shadow.resource or 0) + actor.resource
|
|
shadow.resource_type = actor.resource_type
|
|
end
|
|
|
|
--> total no combate overall (captura de dados)
|
|
host_combat.totals[3] [actor.powertype] = host_combat.totals[3] [actor.powertype] + actor.total
|
|
|
|
if (actor.grupo) then
|
|
host_combat.totals_grupo[3][actor.powertype] = host_combat.totals_grupo[3][actor.powertype] + actor.total
|
|
end
|
|
|
|
--> targets
|
|
for target_name, amount in _pairs (actor.targets) do
|
|
shadow.targets [target_name] = (shadow.targets [target_name] or 0) + amount
|
|
end
|
|
|
|
--> spells
|
|
for spellid, habilidade in _pairs (actor.spells._ActorTable) do
|
|
|
|
local habilidade_shadow = shadow.spells:PegaHabilidade (spellid, true, "SPELL_ENERGY", false)
|
|
|
|
habilidade_shadow.total = habilidade_shadow.total + habilidade.total
|
|
habilidade_shadow.counter = habilidade_shadow.counter + habilidade.counter
|
|
|
|
--> spell targets
|
|
for target_name, amount in _pairs (habilidade.targets) do
|
|
habilidade_shadow.targets [target_name] = (habilidade_shadow.targets [target_name] or 0) + amount
|
|
end
|
|
|
|
end
|
|
|
|
return shadow
|
|
end
|
|
|
|
function atributo_energy:ColetarLixo (lastevent)
|
|
return _detalhes:ColetarLixo (class_type, lastevent)
|
|
end
|
|
|
|
function _detalhes.refresh:r_atributo_energy (este_jogador, shadow)
|
|
_setmetatable (este_jogador, _detalhes.atributo_energy)
|
|
este_jogador.__index = _detalhes.atributo_energy
|
|
|
|
_detalhes.refresh:r_container_habilidades (este_jogador.spells, shadow and shadow.spells)
|
|
|
|
if (shadow and not shadow.powertype) then
|
|
shadow.powertype = este_jogador.powertype
|
|
end
|
|
end
|
|
|
|
function _detalhes.clear:c_atributo_energy (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
|
|
|
|
atributo_energy.__add = function (tabela1, tabela2)
|
|
|
|
if (not tabela1.powertype) then
|
|
tabela1.powertype = tabela2.powertype
|
|
end
|
|
|
|
if (tabela1.resource) then
|
|
tabela1.resource = tabela1.resource + (tabela2.resource or 0)
|
|
end
|
|
|
|
--> total and received
|
|
tabela1.total = tabela1.total + tabela2.total
|
|
tabela1.received = tabela1.received + tabela2.received
|
|
tabela1.alternatepower = tabela1.alternatepower + tabela2.alternatepower
|
|
|
|
--> targets
|
|
for target_name, amount in _pairs (tabela2.targets) do
|
|
tabela1.targets [target_name] = (tabela1.targets [target_name] or 0) + amount
|
|
end
|
|
|
|
--> spells
|
|
for spellid, habilidade in _pairs (tabela2.spells._ActorTable) do
|
|
|
|
local habilidade_tabela1 = tabela1.spells:PegaHabilidade (spellid, true, "SPELL_ENERGY", false)
|
|
|
|
habilidade_tabela1.total = habilidade_tabela1.total + habilidade.total
|
|
habilidade_tabela1.counter = habilidade_tabela1.counter + habilidade.counter
|
|
|
|
--> spell targets
|
|
for target_name, amount in _pairs (habilidade.targets) do
|
|
habilidade_tabela1.targets [target_name] = (habilidade_tabela1.targets [target_name] or 0) + amount
|
|
end
|
|
|
|
end
|
|
|
|
return tabela1
|
|
end
|
|
|
|
atributo_energy.__sub = function (tabela1, tabela2)
|
|
|
|
if (not tabela1.powertype) then
|
|
tabela1.powertype = tabela2.powertype
|
|
end
|
|
|
|
if (tabela1.resource) then
|
|
tabela1.resource = tabela1.resource - (tabela2.resource or 0)
|
|
end
|
|
|
|
--> total and received
|
|
tabela1.total = tabela1.total - tabela2.total
|
|
tabela1.received = tabela1.received - tabela2.received
|
|
tabela1.alternatepower = tabela1.alternatepower - tabela2.alternatepower
|
|
|
|
--> targets
|
|
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
|
|
|
|
--> spells
|
|
for spellid, habilidade in _pairs (tabela2.spells._ActorTable) do
|
|
|
|
local habilidade_tabela1 = tabela1.spells:PegaHabilidade (spellid, true, "SPELL_ENERGY", false)
|
|
|
|
habilidade_tabela1.total = habilidade_tabela1.total - habilidade.total
|
|
habilidade_tabela1.counter = habilidade_tabela1.counter - habilidade.counter
|
|
|
|
--> spell targets
|
|
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
|
|
|
|
end
|
|
|
|
return tabela1
|
|
end
|
|
|