You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

2100 lines
54 KiB

--[=[
Details API 2.0
This is a high level API for Details! Damage Meter
--]=]
local addonName, Details222 = ...
--local helpers
local getCombatObject = function(segmentNumber)
---@type combat
local combatObject
--select which segment to use, use low level variables for performance
if (segmentNumber == -1) then
combatObject = Details.tabela_overall
elseif (segmentNumber == 0) then
combatObject = Details.tabela_vigente
else
local segmentsTable = Details:GetCombatSegments()
combatObject = segmentsTable[segmentNumber]
end
return combatObject
end
local getActorObjectFromCombat = function(combatObject, containerID, actorName)
local index = combatObject [containerID]._NameIndexTable [actorName]
return combatObject [containerID]._ActorTable [index]
end
local getUnitName = function(unitId)
local unitName = Details:GetFullName(unitId) or unitId
return unitName
end
--return the spell object and the spellId
local getSpellObject = function(playerObject, spellId, isLiteral)
local parameterType = type(spellId)
if (parameterType == "number" and isLiteral) then
--is the id of a spell and literal, directly get the spell object
return playerObject.spells._ActorTable [spellId], spellId
else
local passedSpellName
if (parameterType == "string") then
--passed a spell name, make the spell be in lower case
passedSpellName = spellId:lower()
elseif (parameterType == "number") then
--passed a number but with literal off, transform the spellId into a spell name
local spellName = GetSpellInfo(spellid)
if (spellName) then
passedSpellName = spellName:lower()
end
end
if (passedSpellName) then
for thisSpellId, spellObject in pairs(playerObject.spells._ActorTable) do
local spellName = Details.GetSpellInfo(thisSpellId)
if (spellName) then
if (spellName:lower() == passedSpellName) then
return spellObject, thisSpellId
end
end
end
end
end
end
--api
Details.API_Description = {
addon = "Details! Damage Meter",
namespaces = {
{
name = "Details",
order = 1,
api = {},
}
},
}
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--~segments
--[=[
Details.SegmentInfo (segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "SegmentInfo",
desc = "Return a table containing information about the segment.",
parameters = {
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "segmentInfo",
type = "table",
desc = "Table containing the following members: ",
}
},
type = 0, --misc
})
function Details.SegmentInfo (segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
local segmentInfo = {
}
if (not combatObject) then
return segmentInfo
end
return segmentInfo
end
--[=[
Details.SegmentElapsedTime (segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "SegmentElapsedTime",
desc = "Return the total elapsed time of a segment.",
parameters = {
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "segmentElapsedTime",
type = "number",
desc = "Number representing the elapsed time of a combat.",
}
},
type = 0, --misc
})
function Details.SegmentElapsedTime (segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
return combatObject:GetCombatTime()
end
--[=[
Details.SegmentDamagingUnits (segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "SegmentDamagingUnits",
desc = "Return a numeric (ipairs) table with name of units that inflicted damage on the segment.",
parameters = {
{
name = "includePlayerUnits",
type = "boolean",
default = "true",
desc = "Include names of player units, e.g. name of players in your dungeon or raid group.",
},
{
name = "includeEnemyUnits",
type = "boolean",
default = "false",
desc = "Include names of enemy units, e.g. name of a boss and their adds.",
},
{
name = "includeFriendlyPetUnits",
type = "boolean",
default = "false",
desc = "Include names of player pets.",
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitNames",
type = "table",
desc = "A table with unit names.",
}
},
type = 1, --damage
})
function Details.SegmentDamagingUnits (includePlayerUnits, includeEnemyUnits, includeFriendlyPetUnits, segment)
segment = segment or 0
if (type(includePlayerUnits) ~= "boolean") then
includePlayerUnits = true
end
local combatObject = getCombatObject (segment)
local units = {}
local nextIndex = 1
if (not combatObject) then
return units
end
local damageContainer = combatObject:GetContainer (DETAILS_ATTRIBUTE_DAMAGE)
for i = 1, #damageContainer._ActorTable do
local playerObject = damageContainer._ActorTable [i]
if (includePlayerUnits and playerObject.grupo) then
units [nextIndex] = playerObject:GetName()
nextIndex = nextIndex + 1
elseif (includeEnemyUnits and playerObject:IsEnemy()) then
units [nextIndex] = playerObject:GetName()
nextIndex = nextIndex + 1
elseif (includeFriendlyPetUnits and playerObject:IsPetOrGuardian()) then
units [nextIndex] = playerObject:GetName()
nextIndex = nextIndex + 1
end
end
return units
end
--[=[
Details.SegmentHealingUnits (segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "SegmentHealingUnits",
desc = "Return a numeric (ipairs) table with name of units that inflicted healing on the segment.",
parameters = {
{
name = "includePlayerUnits",
type = "boolean",
default = "true",
desc = "Include names of player units, e.g. name of players in your dungeon or raid group.",
},
{
name = "includeEnemyUnits",
type = "boolean",
default = "false",
desc = "Include names of enemy units, e.g. name of a boss and their adds.",
},
{
name = "includeFriendlyPetUnits",
type = "boolean",
default = "false",
desc = "Include names of player pets.",
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitNames",
type = "table",
desc = "A table with unit names.",
}
},
type = 2, --healing
})
function Details.SegmentHealingUnits (includePlayerUnits, includeEnemyUnits, includeFriendlyPetUnits, segment)
segment = segment or 0
if (type(includePlayerUnits) ~= "boolean") then
includePlayerUnits = true
end
local combatObject = getCombatObject (segment)
local units = {}
local nextIndex = 1
if (not combatObject) then
return units
end
local damageContainer = combatObject:GetContainer (DETAILS_ATTRIBUTE_HEAL)
for i = 1, #damageContainer._ActorTable do
local playerObject = damageContainer._ActorTable [i]
if (includePlayerUnits and playerObject.grupo) then
units [nextIndex] = playerObject:GetName()
nextIndex = nextIndex + 1
elseif (includeEnemyUnits and playerObject:IsEnemy()) then
units [nextIndex] = playerObject:GetName()
nextIndex = nextIndex + 1
elseif (includeFriendlyPetUnits and playerObject:IsPetOrGuardian()) then
units [nextIndex] = playerObject:GetName()
nextIndex = nextIndex + 1
end
end
return units
end
--[=[
Details.SegmentTotalDamage (segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "SegmentTotalDamage",
desc = "Query the total damage done in the segment and only by players in the group.",
parameters = {
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "totalDamage",
type = "number",
desc = "Amount of damage done by players in the group.",
}
},
type = 1, --damage
})
function Details.SegmentTotalDamage (segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
return floor(combatObject.totals_grupo [1])
end
--[=[
Details.SegmentTotalHealing (segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "SegmentTotalHealing",
desc = "Query the total healing done in the segment and only by players in the group.",
parameters = {
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "totalHealing",
type = "number",
desc = "Amount of healing done by players in the group.",
}
},
type = 2, --healing
})
function Details.SegmentTotalHealing (segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
return floor(combatObject.totals_grupo [2])
end
--[=[
Details.SegmentPhases (segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "SegmentPhases",
desc = "Return a numeric (ipairs) table with phase numbers available on the segment.",
parameters = {
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "phaseNumbers",
type = "table",
desc = "A table containing numbers representing phases of the encounter, these numbers can used with UnitDamageByPhase().",
}
},
type = 0, --misc
})
function Details.SegmentPhases (segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
local phases = {}
if (not combatObject) then
return phases
end
local phaseData = combatObject.PhaseData
for phaseChangeId, phaseTable in ipairs(phaseData) do
local phaseNumber = phaseTable [1]
DetailsFramework.table.addunique (phases, phaseNumber)
end
return phases
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--unit ~information
--[=[
Details.UnitInfo (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitInfo",
desc = "Query basic information about the unit, like class and spec.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitInfo",
type = "table",
desc = "A table with information about the unit, the table contains: .class, .spec, .guid, .role, .isPlayer, .isEnemy, .isPet, .isArenaFriendly, .isArenaEnemy, .arenaTeam.",
}
},
type = 0, --misc
})
function Details.UnitInfo (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
local unitInfo = {
class = "UNKNOW", --old typo in details
spec = 0,
guid = "",
role = "NONE",
isPlayer = false,
isEnemy = false,
isPet = false,
isArenaFriendly = false,
isArenaEnemy = false,
arenaTeam = false,
}
if (not combatObject) then
return unitInfo
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return unitInfo
end
local specCache = Details.cached_specs
local unitSerial = UnitGUID(unitId)
local _, class = UnitClass(unitId)
local playerInfo = {}
local openRaidLib = LibStub:GetLibrary("LibOpenRaid-1.0")
if (openRaidLib) then
playerInfo = openRaidLib.GetUnitInfo(unitName)
end
unitInfo.class = playerObject.classe or class or "UNKNOW"
unitInfo.spec = playerObject.spec or specCache[unitSerial] or playerInfo.spec or 0
unitInfo.guid = playerObject.serial or unitSerial or ""
unitInfo.role = playerObject.role or Details.cached_roles[unitSerial] or "NONE"
unitInfo.isPlayer = playerObject:IsPlayer()
unitInfo.isEnemy = playerObject:IsEnemy()
unitInfo.isPet = playerObject:IsPetOrGuardian()
unitInfo.isArenaFriendly = playerObject.arena_ally or false
unitInfo.isArenaEnemy = playerObject.arena_enemy or false
unitInfo.arenaTeam = playerObject.arena_team or false
return unitInfo
end
--[=[
Details.UnitTexture (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitTexture",
desc = "Query the icon and texcoords for the class and spec icon.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "textureInfo",
type = "table",
desc = "A table containing texture paths for class and spec icons plus the texture coordinates (texture:SetTexCoord), the table contains: .classTexture, .classLeft, .classRight, .classTop, .classBottom, .specTexture, .specLeft, .specRight, .specTop, .specBottom.",
}
},
type = 0, --misc
})
function Details.UnitTexture (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
local textureInfo = {
classTexture = [[Interface\LFGFRAME\LFGROLE_BW]],
classLeft = 0.25,
classRight = 0.5,
classTop = 0,
classBottom = 1,
specTexture = [[Interface\LFGFRAME\LFGROLE_BW]],
specLeft = 0.25,
specRight = 0.5,
specTop = 0,
specBottom = 1,
}
if (not combatObject) then
return textureInfo
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return textureInfo
end
local texture, left, right, top, bottom = playerObject:GetClassIcon()
textureInfo.classTexture = texture
textureInfo.classLeft = left
textureInfo.classRight = right
textureInfo.classTop = top
textureInfo.classBottom = bottom
local texture, left, right, top, bottom = Details:GetSpecIcon (playerObject.spec)
textureInfo.specTexture = texture
textureInfo.specLeft = left
textureInfo.specRight = right
textureInfo.specTop = top
textureInfo.specBottom = bottom
return textureInfo
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--~damage
--[=[
Details.UnitDamage (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamage",
desc = "Query the damage of a unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamage",
type = "number",
desc = "Number representing the unit damage.",
}
},
type = 1, --damage
})
function Details.UnitDamage (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
--/dump Details.UnitDamage("player")
return floor(playerObject.total or 0)
end
--[=[
Details.UnitDamageByPhase (unitId, phaseNumber, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamageByPhase",
desc = "Query the damage of a unit but only for a specific phase of a boss encounter.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "phaseNumber",
type = "number",
desc = "The phase number of an encounter. Some encounters has transition phases considered 'phase 1.5'. You may query SegmentPhases() to know which phases the encounter has.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamage",
type = "number",
desc = "Number representing the unit damage on the encounter phase.",
}
},
type = 1, --damage
})
function Details.UnitDamageByPhase (unitId, phaseNumber, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
if (not phaseNumber) then
return 0
end
local unitName = getUnitName (unitId)
local damagePhaseData = combatObject.PhaseData.damage [phaseNumber]
if (not damagePhaseData) then
return 0
end
local phaseDamage = damagePhaseData [unitName] or 0
return floor(phaseDamage)
end
--[=[
Details.UnitDamageInfo (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamageInfo",
desc = "Return a table with damage information.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "damageInfo",
type = "table",
desc = "Table containing damage information, keys are: .total, .totalWithoutPet, .damageAbsorbed, .damageTaken, .friendlyFire and .activityTime",
}
},
type = 1, --damage
})
function Details.UnitDamageInfo (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local damageInfo = {
total = 0,
totalWithoutPet = 0,
damageAbsorbed = 0,
damageTaken = 0,
friendlyFire = 0,
activityTime = 0,
}
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return damageInfo
end
damageInfo.total = floor(playerObject.total)
damageInfo.totalWithoutPet = floor(playerObject.total_without_pet)
damageInfo.damageAbsorbed = floor(playerObject.totalabsorbed)
damageInfo.damageTaken = floor(playerObject.damage_taken)
damageInfo.friendlyFire = playerObject.friendlyfire_total
damageInfo.activityTime = playerObject:Tempo()
return damageInfo
end
--[=[
Details.UnitDamageBySpell (unitId, spellId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamageBySpell",
desc = "Query the total damage done of a spell casted by the unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query the damage done. Accept spell names.",
required = true,
},
{
name = "isLiteral",
type = "boolean",
default = "true",
desc = "Search for the spell without transforming the spellId into a spell name before the search.",
},
{
name = "segment",
default = "0",
type = "number",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitSpellDamage",
type = "number",
desc = "Number representing the spell damage done.",
}
},
type = 1, --damage
})
function Details.UnitDamageBySpell (unitId, spellId, isLiteral, segment)
if (type(isLiteral) ~= "boolean") then
isLiteral = true
end
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
local spellObject, spellId = getSpellObject (playerObject, spellId, isLiteral)
if (spellObject) then
return spellObject.total
else
return 0
end
end
--[=[
Details.UnitDamageSpellInfo (unitId, spellId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamageSpellInfo",
desc = "Return a table with the spell damage information.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query its damage information. Accept spell names.",
required = true,
},
{
name = "isLiteral",
type = "boolean",
default = "true",
desc = "Search for the spell without transforming the spellId into a spell name before the search.",
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "spellDamageInfo",
type = "table",
desc = "Table containing damage information, keys are: '.total', '.spellId', '.count', '.name', '.casted', '.regularMin', '.regularMax', '.regularHits', '.regularDamage', '.criticalMin', '.criticalMax', '.criticalHits', '.criticalDamage'",
}
},
type = 1, --damage
})
function Details.UnitDamageSpellInfo (unitId, spellId, isLiteral, segment)
if (type(isLiteral) ~= "boolean") then
isLiteral = true
end
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local spellInfo = {
total = 0,
spellId = 0,
count = 0,
name = "",
casted = 0,
regularMin = 0,
regularMax = 0,
regularHits = 0,
regularDamage = 0,
criticalMin = 0,
criticalMax = 0,
criticalHits = 0,
criticalDamage = 0,
}
local playerObject = getActorObjectFromCombat(combatObject, 1, unitName)
if (not playerObject) then
return spellInfo
end
local spellObject, spellId = getSpellObject(playerObject, spellId, isLiteral)
if (not spellObject) then
return spellInfo
end
local spellName = GetSpellInfo(spellId)
spellInfo.casted = combatObject:GetSpellCastAmount(unitName, spellName)
if (spellObject) then
spellInfo.total = spellObject.total
spellInfo.count = spellObject.counter
spellInfo.spellId = spellId
spellInfo.name = spellName
spellInfo.regularMin = spellObject.n_min
spellInfo.regularMax = spellObject.n_max
spellInfo.regularHits = spellObject.n_amt
spellInfo.regularDamage = spellObject.n_total
spellInfo.criticalMin = spellObject.c_min
spellInfo.criticalMax = spellObject.c_max
spellInfo.criticalHits = spellObject.c_amt
spellInfo.criticalDamage = spellObject.c_total
end
return spellInfo
end
--[=[
Details.UnitDamageSpellOnUnit (unitId, spellId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamageSpellOnUnit",
desc = "Query the damage done of a spell into a specific target.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query its damage to an unit. Accept spell names.",
required = true,
},
{
name = "targetUnitId",
type = "string",
desc = "Name or ID of an unit, example: 'Thrall', 'Jaina', 'player', 'target', 'raid5'.",
required = true,
},
{
name = "isLiteral",
type = "boolean",
default = "true",
desc = "Search for the spell without transforming the spellId into a spell name before the search.",
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamageSpellOnUnit",
type = "number",
desc = "Damage done by the spell into the target.",
}
},
type = 1, --damage
})
function Details.UnitDamageSpellOnUnit (unitId, spellId, targetUnitId, isLiteral, segment)
if (type(isLiteral) ~= "boolean") then
isLiteral = true
end
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
local spellObject, spellId = getSpellObject (playerObject, spellId, isLiteral)
if (spellObject) then
local targetName = getUnitName (targetUnitId)
return spellObject.targets [targetName] or 0
else
return 0
end
end
--[=[
Details.UnitDamageTaken (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamageTaken",
desc = "Query the unit damage taken.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamageTaken",
type = "number",
desc = "Number representing the damage taken by the unit.",
}
},
type = 1, --damage
})
function Details.UnitDamageTaken (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
return floor(playerObject.damage_taken)
end
--[=[
Details.UnitDamageOnUnit (unitId, targetUnitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamageOnUnit",
desc = "Query the unit damage done on another unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "targetUnitId",
type = "string",
desc = "Name or ID of an unit, example: 'Thrall', 'Jaina', 'player', 'target', 'raid5'.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamageOnUnit",
type = "number",
desc = "Number representing the damage done by the unit on the target unit.",
}
},
type = 1, --damage
})
function Details.UnitDamageOnUnit (unitId, targetUnitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
local targetName = getUnitName (targetUnitId)
return playerObject.targets [targetName] or 0
end
--[=[
Details.UnitDamageTakenFromSpell (unitId, spellId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamageTakenFromSpell",
desc = "Query the unit damage taken from a spell.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query its damage to an unit. Accept spell names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamageTakenFromSpell",
type = "number",
desc = "Number representing the damage taken by the unit from a spell.",
}
},
type = 1, --damage
})
function Details.UnitDamageTakenFromSpell (unitId, spellId, isLiteral, segment)
segment = segment or 0
if (type(isLiteral) ~= "boolean") then
isLiteral = true
end
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local damageContainer = combatObject:GetContainer (DETAILS_ATTRIBUTE_DAMAGE)
local totalDamageTaken = 0
if (isLiteral and type(spellId) == "number") then
for i = 1, #damageContainer._ActorTable do
for thisSpellId, spellObject in pairs(damageContainer._ActorTable [i].spells._ActorTable) do
if (thisSpellId == spellId) then
totalDamageTaken = totalDamageTaken + (spellObject.targets [unitName] or 0)
end
end
end
else
local spellName = GetSpellInfo(spellId) or spellId
for i = 1, #damageContainer._ActorTable do
for thisSpellId, spellObject in pairs(damageContainer._ActorTable [i].spells._ActorTable) do
local thisSpellName = GetSpellInfo(thisSpellId)
if (thisSpellName == spellName) then
totalDamageTaken = totalDamageTaken + (spellObject.targets [unitName] or 0)
end
end
end
end
return totalDamageTaken
end
--[=[
Details.UnitDamagingSpells (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamagingSpells",
desc = "Return a numeric (ipairs) table with spells IDs used by the unit to apply damage.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitOffinsiveSpells",
type = "table",
desc = "Table with spellIds of spells the unit used to apply damage.",
}
},
type = 1, --damage
})
function Details.UnitDamagingSpells (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return {}
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return {}
end
local unitSpells = playerObject.spells._ActorTable
local resultTable = {}
for spellId, spellObject in pairs(unitSpells) do
resultTable [#resultTable + 1] = spellId
end
return resultTable
end
--[=[
Details.UnitDamagingTargets (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamagingTargets",
desc = "Return a numeric (ipairs) table with names of targets the unit inflicted damage. You may query the amount of damage with Details.UnitDamageOnUnit( unitId, targetName ).",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "offensiveTargetNames",
type = "table",
desc = "Table containing names of all offensive targets of the unit.",
}
},
type = 1, --damage
})
function Details.UnitDamagingTargets (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local offensiveTargetNames = {}
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return offensiveTargetNames
end
for targetName, _ in pairs(playerObject.targets) do
offensiveTargetNames [#offensiveTargetNames + 1] = targetName
end
return offensiveTargetNames
end
--[=[
Details.UnitDamagingPets (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitDamagingPets",
desc = "Return a numeric (ipairs) table with all pet names the unit used to apply damage. Individual pet information can be queried with Details.UnitDamage( petName ).",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "petNames",
type = "table",
desc = "Table containing names of all pets the unit used to apply damage.",
}
},
type = 1, --damage
})
function Details.UnitDamagingPets (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local petNames = {}
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return petNames
end
for i = 1, #playerObject.pets do
petNames [#petNames + 1] = playerObject.pets [i]
end
return petNames
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--~healing
--[=[
Details.UnitHealing (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealing",
desc = "Query the healing done of a unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitHealingDone",
type = "number",
desc = "Number representing the unit healing.",
}
},
type = 2, --healing
})
function Details.UnitHealing (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return 0
end
return floor(playerObject.total or 0)
end
--[=[
Details.UnitHealingInfo (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingInfo",
desc = "Return a table with healing information.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "healingInfo",
type = "table",
desc = "Table containing damage information, keys are: .total, .totalWithoutPet, .totalOverhealWithoutPet, .overhealing, .absorbed, .healingDenied, .healingEnemy, .healingTaken, .activityTime",
}
},
type = 2, --healing
})
function Details.UnitHealingInfo (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local healingInfo = {
total = 0,
totalWithoutPet = 0,
totalOverhealWithoutPet = 0,
overhealing = 0,
absorbed = 0,
healingDenied = 0,
healingEnemy = 0,
healingTaken = 0,
activityTime = 0,
}
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return healingInfo
end
healingInfo.total = floor(playerObject.total)
healingInfo.totalWithoutPet = floor(playerObject.total_without_pet)
healingInfo.totalOverhealWithoutPet = floor(playerObject.totalover_without_pet)
healingInfo.overhealing = floor(playerObject.totalover)
healingInfo.absorbed = floor(playerObject.totalabsorb)
healingInfo.healingDenied = floor(playerObject.totaldenied)
healingInfo.healingEnemy = floor(playerObject.heal_enemy_amt)
healingInfo.healingTaken = floor(playerObject.healing_taken)
healingInfo.activityTime = playerObject:Tempo()
return healingInfo
end
--[=[
Details.UnitHealingBySpell (unitId, spellId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingBySpell",
desc = "Query the total healing done of a spell casted by the unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query the healing done. Accept spell names.",
required = true,
},
{
name = "isLiteral",
type = "boolean",
default = "true",
desc = "Search for the spell without transforming the spellId into a spell name before the search.",
},
{
name = "segment",
default = "0",
type = "number",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitSpellHealing",
type = "number",
desc = "Number representing the spell healing done.",
}
},
type = 2, --healing
})
function Details.UnitHealingBySpell (unitId, spellId, isLiteral, segment)
if (type(isLiteral) ~= "boolean") then
isLiteral = true
end
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return 0
end
local spellObject, spellId = getSpellObject (playerObject, spellId, isLiteral)
if (spellObject) then
return spellObject.total
else
return 0
end
end
--[=[
Details.UnitHealingSpellInfo (unitId, spellId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingSpellInfo",
desc = "Return a table with the spell healing information.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query its healing information. Accept spell names.",
required = true,
},
{
name = "isLiteral",
type = "boolean",
default = "true",
desc = "Search for the spell without transforming the spellId into a spell name before the search.",
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "spellHealingInfo",
type = "table",
desc = "Table containing damage information, keys are: '.total', '.spellId', '.count', '.name', '.casted', '.regularMin', '.regularMax', '.regularAmount', '.regularDamage', '.criticalMin', '.criticalMax', '.criticalAmount', '.criticalDamage'",
}
},
type = 2, --healing
})
function Details.UnitHealingSpellInfo (unitId, spellId, isLiteral, segment)
if (type(isLiteral) ~= "boolean") then
isLiteral = true
end
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local spellInfo = {
total = 0,
spellId = 0,
count = 0,
name = "",
casted = 0,
regularMin = 0,
regularMax = 0,
regularHits = 0,
regularHealing = 0,
criticalMin = 0,
criticalMax = 0,
criticalHits = 0,
criticalHealing = 0,
}
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return spellInfo
end
local spellObject, spellId = getSpellObject (playerObject, spellId, isLiteral)
if (not spellObject) then
return spellInfo
end
local spellName = GetSpellInfo(spellId)
spellInfo.casted = combatObject:GetSpellCastAmount(unitName, spellName)
if (spellObject) then
spellInfo.total = spellObject.total
spellInfo.count = spellObject.counter
spellInfo.spellId = spellId
spellInfo.name = spellName
spellInfo.regularMin = spellObject.n_min
spellInfo.regularMax = spellObject.n_max
spellInfo.regularHits = spellObject.n_amt
spellInfo.regularHealing = spellObject.n_total
spellInfo.criticalMin = spellObject.c_min
spellInfo.criticalMax = spellObject.c_max
spellInfo.criticalHits = spellObject.c_amt
spellInfo.criticalHealing = spellObject.c_total
end
return spellInfo
end
--[=[
Details.UnitHealingSpellOnUnit (unitId, spellId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingSpellOnUnit",
desc = "Query the healing done of a spell into a specific target.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query its healing done to an unit. Accept spell names.",
required = true,
},
{
name = "targetUnitId",
type = "string",
desc = "Name or ID of an unit, example: 'Thrall', 'Jaina', 'player', 'target', 'raid5'.",
required = true,
},
{
name = "isLiteral",
type = "boolean",
default = "true",
desc = "Search for the spell without transforming the spellId into a spell name before the search.",
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitHealingSpellOnUnit",
type = "number",
desc = "Healing done by the spell into the target.",
}
},
type = 2, --healing
})
function Details.UnitHealingSpellOnUnit (unitId, spellId, targetUnitId, isLiteral, segment)
if (type(isLiteral) ~= "boolean") then
isLiteral = true
end
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return 0
end
local spellObject, spellId = getSpellObject (playerObject, spellId, isLiteral)
if (spellObject) then
local targetName = getUnitName (targetUnitId)
return spellObject.targets [targetName] or 0
else
return 0
end
end
--[=[
Details.UnitHealingTaken (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingTaken",
desc = "Query the unit healing taken.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitHealingTaken",
type = "number",
desc = "Number representing the healing taken by the unit.",
}
},
type = 2, --healing
})
function Details.UnitHealingTaken (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return 0
end
return floor(playerObject.healing_taken)
end
--[=[
Details.UnitHealingOnUnit (unitId, targetUnitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingOnUnit",
desc = "Query the unit healing done on another unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "targetUnitId",
type = "string",
desc = "Name or ID of an unit, example: 'Thrall', 'Jaina', 'player', 'target', 'raid5'.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitHealingOnUnit",
type = "number",
desc = "Number representing the healing done by the unit on the target unit.",
}
},
type = 2, --healing
})
function Details.UnitHealingOnUnit (unitId, targetUnitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return 0
end
local targetName = getUnitName (targetUnitId)
return playerObject.targets [targetName] or 0
end
--[=[
Details.UnitHealingTakenFromSpell (unitId, spellId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingTakenFromSpell",
desc = "Query the unit healing taken from a spell.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query its healing to an unit. Accept spell names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitHealingTakenFromSpell",
type = "number",
desc = "Number representing the healing taken by the unit from a spell.",
}
},
type = 2, --healing
})
function Details.UnitHealingTakenFromSpell (unitId, spellId, isLiteral, segment)
segment = segment or 0
if (type(isLiteral) ~= "boolean") then
isLiteral = true
end
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local healingContainer = combatObject:GetContainer (DETAILS_ATTRIBUTE_HEAL)
local totalHealingTaken = 0
if (isLiteral and type(spellId) == "number") then
for i = 1, #healingContainer._ActorTable do
for thisSpellId, spellObject in pairs(healingContainer._ActorTable [i].spells._ActorTable) do
if (thisSpellId == spellId) then
totalHealingTaken = totalHealingTaken + (spellObject.targets [unitName] or 0)
end
end
end
else
local spellName = GetSpellInfo(spellId) or spellId
for i = 1, #healingContainer._ActorTable do
for thisSpellId, spellObject in pairs(healingContainer._ActorTable [i].spells._ActorTable) do
local thisSpellName = GetSpellInfo(thisSpellId)
if (thisSpellName == spellName) then
totalHealingTaken = totalHealingTaken + (spellObject.targets [unitName] or 0)
end
end
end
end
return totalHealingTaken
end
--[=[
Details.UnitHealingSpells (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingSpells",
desc = "Return a numeric (ipairs) table with spells IDs used by the unit to apply healing.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitHealingSpells",
type = "table",
desc = "Table with spellIds of spells the unit used to apply healing.",
}
},
type = 2, --healing
})
function Details.UnitHealingSpells (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return {}
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return {}
end
local unitSpells = playerObject.spells._ActorTable
local resultTable = {}
for spellId, spellObject in pairs(unitSpells) do
resultTable [#resultTable + 1] = spellId
end
return resultTable
end
--[=[
Details.UnitHealingTargets (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingTargets",
desc = "Return a numeric (ipairs) table with names of targets the unit applied heal. You may query the amount of damage with Details.UnitHealingOnUnit( unitId, targetName ).",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "healingTargetNames",
type = "table",
desc = "Table containing names of all targets the unit applied heal.",
}
},
type = 2, --healing
})
function Details.UnitHealingTargets (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local healingTargetNames = {}
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return healingTargetNames
end
for targetName, _ in pairs(playerObject.targets) do
healingTargetNames [#healingTargetNames + 1] = targetName
end
return healingTargetNames
end
--[=[
Details.UnitHealingPets (unitId, segment)
--=]=]
table.insert(Details.API_Description.namespaces[1].api, {
name = "UnitHealingPets",
desc = "Return a numeric (ipairs) table with all pet names the unit used to apply healing. Individual pet information can be queried with Details.UnitHealing( petName ).",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "petNames",
type = "table",
desc = "Table containing names of all pets the unit used to apply heal.",
}
},
type = 2, --healing
})
function Details.UnitHealingPets (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local petNames = {}
local playerObject = getActorObjectFromCombat (combatObject, 2, unitName)
if (not playerObject) then
return petNames
end
for i = 1, #playerObject.pets do
petNames [#petNames + 1] = playerObject.pets [i]
end
return petNames
end
--stop auto complete: doo ende endp elsez