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--lua locals
local _cstr = string.format
local _math_floor = math.floor
local tinsert = table.insert
local ipairs = ipairs
local pairs = pairs
local min = math.min
local unpack = unpack
local type = type
--api locals
local _GetSpellInfo = Details.getspellinfo
local GameTooltip = GameTooltip
local IsInRaid = IsInRaid
local IsInGroup = IsInGroup
local GetNumGroupMembers = GetNumGroupMembers
local _UnitAura = UnitAura
local UnitGUID = UnitGUID
local _UnitName = UnitName
local format = _G.format
local UnitIsUnit = UnitIsUnit
local _string_replace = Details.string.replace --details api
local _detalhes = _G.Details
local Details = _detalhes
local AceLocale = LibStub("AceLocale-3.0")
local Loc = AceLocale:GetLocale ( "Details" )
local detailsFramework = DetailsFramework
local addonName, Details222 = ...
local gump = _detalhes.gump
local _
local container_habilidades = _detalhes.container_habilidades
local atributo_misc = _detalhes.atributo_misc
local container_misc = _detalhes.container_type.CONTAINER_MISC_CLASS
local modo_GROUP = _detalhes.modos.group
local modo_ALL = _detalhes.modos.all
local class_type = _detalhes.atributos.misc
local ToKFunctions = _detalhes.ToKFunctions
local UsingCustomLeftText = false
local UsingCustomRightText = false
local TooltipMaximizedMethod = 1
local breakdownWindowFrame = Details.BreakdownWindowFrame
local keyName
local headerColor = "yellow"
function _detalhes.SortIfHaveKey(table1, table2)
if (table1[keyName] and table2[keyName]) then
return table1[keyName] > table2[keyName]
elseif (table1[keyName] and not table2[keyName]) then
return true
else
return false
end
end
function _detalhes.SortGroupIfHaveKey(table1, table2)
if (table1.grupo and table2.grupo) then
if (table1[keyName] and table2[keyName]) then
return table1[keyName] > table2[keyName]
elseif (table1[keyName] and not table2[keyName]) then
return true
else
return false
end
elseif (table1.grupo and not table2.grupo) then
return true
elseif (not table1.grupo and table2.grupo) then
return false
else
if (table1[keyName] and table2[keyName]) then
return table1[keyName] > table2[keyName]
elseif (table1[keyName] and not table2[keyName]) then
return true
else
return false
end
end
end
function _detalhes.SortGroupMisc(container, keyName2)
keyName = keyName2
return table.sort(container, _detalhes.SortKeyGroupMisc)
end
function _detalhes.SortKeyGroupMisc(table1, table2)
if (table1.grupo and table2.grupo) then
return table1[keyName] > table2[keyName]
elseif (table1.grupo and not table2.grupo) then
return true
elseif (not table1.grupo and table2.grupo) then
return false
else
return table1[keyName] > table2[keyName]
end
end
function _detalhes.SortKeySimpleMisc(table1, table2)
return table1[keyName] > table2[keyName]
end
function _detalhes:ContainerSortMisc(container, amount, keyName2)
keyName = keyName2
table.sort(container, _detalhes.SortKeySimpleMisc)
if (amount) then
for i = amount, 1, -1 do
if (container[i][keyName] < 1) then
amount = amount-1
else
break
end
end
return amount
end
end
---attempt to get the amount of casts of a spell
---@param combat table the combat object
---@param actorName string name of the actor
---@param spellName string
function Details:GetSpellCastAmount(combat, actorName, spellName) --[[exported]]
return combat:GetSpellCastAmount(actorName, spellName)
end
function atributo_misc:NovaTabela(serial, nome, link)
local newUtilityActor = {
last_event = 0,
tipo = class_type,
pets = {}
}
setmetatable(newUtilityActor, atributo_misc)
detailsFramework:Mixin(newUtilityActor, Details222.Mixins.ActorMixin)
return newUtilityActor
end
function atributo_misc:CreateBuffTargetObject()
return {
uptime = 0,
actived = false,
activedamt = 0,
refreshamt = 0,
appliedamt = 0,
}
end
local statusBarBackgroundTable_ForDeathTooltip = {
value = 100,
texture = [[Interface\AddOns\Details\images\bar_serenity]],
color = {DetailsFramework:GetDefaultBackdropColor()}
}
--expose in case someone want to customize the death tooltip background
Details.StatusBarBackgroundTable_ForDeathTooltip = statusBarBackgroundTable_ForDeathTooltip
function Details.ShowDeathTooltip(instance, lineFrame, combatObject, deathTable)
local events = deathTable[1]
local timeOfDeath = deathTable[2]
local maxHP = max(deathTable[5], 0.001)
local battleress = false
local lastcooldown = false
local gameCooltip = GameCooltip
local showSpark = Details.death_tooltip_spark
local barTypeColors = Details.death_log_colors
local statusbarTexture = Details.death_tooltip_texture
local tooltipWidth = Details.death_tooltip_width
local damageSourceColor = "FFFFFFFF" --FFC6B0D9
local healingSourceColor = "FF988EA0" --FFC6B0D9
local damageAmountColor = "FFFFFFFF"
local healingAmountColor = "FF988EA0"
local lineHeight = Details.deathlog_line_height
gameCooltip:Reset()
gameCooltip:SetType("tooltipbar")
gameCooltip:AddLine(Loc ["STRING_REPORT_LEFTCLICK"], nil, 1, unpack(Details.click_to_report_color))
gameCooltip:AddIcon([[Interface\TUTORIALFRAME\UI-TUTORIAL-FRAME]], 1, 1, 12, 16, 0.015625, 0.13671875, 0.4375, 0.59765625)
--death parser
for i, event in ipairs(events) do
local currentHP = event[5]
local healthPercent = floor(currentHP / maxHP * 100)
if (healthPercent > 100) then
healthPercent = 100
end
local evType = event[1]
local spellName, _, spellIcon = _GetSpellInfo(event[2])
local amount = event[3]
local eventTime = event[4]
local source = Details:GetOnlyName(event[6] or "")
if (eventTime + 12 > timeOfDeath) then
if (type(evType) == "boolean") then
--is damage or heal?
if (evType) then --bool true
--damage
local overkill = event[10] or 0
local critical = event[11] and (" " .. TEXT_MODE_A_STRING_RESULT_CRITICAL) or "" -- (Critical)
local crushing = event[12] and (" " .. TEXT_MODE_A_STRING_RESULT_CRUSHING) or "" -- (Crushing)
local critOrCrush = critical .. crushing
if (overkill > 0) then
--deprecated as the parser now removes the overkill damage from total damage
--this should now sum the overkill from [10] with the damage from [3]
--check the type of overkill that should be shown
--if show_totalhitdamage_on_overkill is true it'll show the total damage of the hit
--if false it shows the total damage of the hit minus the overkill
--if (not Details.show_totalhitdamage_on_overkill) then
-- amount = amount - overkill
--end
overkill = " (" .. Details:ToK(overkill) .. " |cFFFF8800overkill|r)"
gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s |cFFFFFF00" .. spellName .. "|r (|c" .. damageSourceColor .. source .. "|r)", "|c" .. damageAmountColor .. "-" .. Details:ToK(amount) .. critOrCrush .. overkill .. " (" .. healthPercent .. "%)", 1, "white", "white")
else
overkill = ""
gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (|c" .. damageSourceColor .. source .. "|r)", "|c" .. damageAmountColor .. "-" .. Details:ToK(amount) .. critOrCrush .. overkill .. " (" .. healthPercent .. "%)", 1, "white", "white")
end
gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
if (event[9]) then
--friendly fire
gameCooltip:AddStatusBar(healthPercent, 1, barTypeColors.friendlyfire, showSpark, statusBarBackgroundTable_ForDeathTooltip)
else
--from a enemy
gameCooltip:AddStatusBar(healthPercent, 1, barTypeColors.damage, showSpark, statusBarBackgroundTable_ForDeathTooltip)
end
else
--heal
if (amount > Details.deathlog_healingdone_min) then
if (combatObject.is_arena) then
if (amount > Details.deathlog_healingdone_min_arena) then
gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (|c" .. healingSourceColor .. source .. "|r)", "|c" .. healingAmountColor .. "+" .. Details:ToK(amount) .. " (" .. healthPercent .. "%)", 1, "white", "white")
gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
gameCooltip:AddStatusBar(healthPercent, 1, barTypeColors.heal, showSpark, statusBarBackgroundTable_ForDeathTooltip)
end
else
gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (|c" .. healingSourceColor .. source .. "|r)", (event[11] and ("x" .. event[11] .. " ") or "") .. "|c" .. healingAmountColor .. "+" .. Details:ToK(amount) .. " (" .. healthPercent .. "%)", 1, "white", "white")
gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
gameCooltip:AddStatusBar(healthPercent, 1, barTypeColors.heal, showSpark, statusBarBackgroundTable_ForDeathTooltip)
end
end
end
elseif (type(evType) == "number") then
if (evType == 1) then
--cooldown
gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (" .. source .. ")", "cooldown (" .. healthPercent .. "%)", 1, "white", "white")
gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
gameCooltip:AddStatusBar(100, 1, barTypeColors.cooldown, showSpark)
elseif (evType == 2 and not battleress) then
--battle ress
battleress = event
elseif (evType == 3) then
--last cooldown used
lastcooldown = event
elseif (evType == 4) then
--debuff
gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (" .. source .. ")", "x" .. amount .. " " .. AURA_TYPE_DEBUFF .. " (" .. healthPercent .. "%)", 1, "white", "white")
gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
gameCooltip:AddStatusBar(100, 1, barTypeColors.debuff, showSpark)
elseif (evType == 5) then
--buff
gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (" .. source .. ")", "x" .. amount .. " " .. AURA_TYPE_BUFF .. " (" .. healthPercent .. "%)", 1, "white", "white")
gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
gameCooltip:AddStatusBar(100, 1, barTypeColors.buff, showSpark)
elseif (evType == 6) then
--enemy cast
gameCooltip:AddLine("" .. format("%.1f", eventTime - timeOfDeath) .. "s " .. spellName .. " (" .. source .. ")", "x" .. amount .. "", 1, "white", "white")
gameCooltip:AddIcon(spellIcon, nil, nil, lineHeight, lineHeight, .1, .9, .1, .9)
local r, g, b, a = DetailsFramework:ParseColors("honeydew")
gameCooltip:AddStatusBar(100, 1, {r, g, b, 0.6}, showSpark)
end
end
end
end
gameCooltip:AddLine(deathTable[6] .. " " .. Loc["STRING_TIME_OF_DEATH"] , "-- -- -- ", 1, "white")
gameCooltip:AddIcon("Interface\\AddOns\\Details\\images\\small_icons", 1, 1, nil, nil, .75, 1, 0, 1)
gameCooltip:AddStatusBar(0, 1, .5, .5, .5, .5, false, {value = 100, color = {.5, .5, .5, 1}, specialSpark = false, texture = [[Interface\AddOns\Details\images\bar4_vidro]]})
if (battleress) then
local spellName, _, spellIcon = _GetSpellInfo(battleress[2])
gameCooltip:AddLine("+" .. format("%.1f", battleress[4] - timeOfDeath) .. "s " .. spellName .. " (" .. battleress[6] .. ")", "", 1, "white")
gameCooltip:AddIcon("Interface\\Glues\\CharacterSelect\\Glues-AddOn-Icons", 1, 1, lineHeight, lineHeight, .75, 1, 0, 1)
gameCooltip:AddStatusBar(0, 1, .5, .5, .5, .5, false, {value = 100, color = {.5, .5, .5, 1}, specialSpark = false, texture = [[Interface\AddOns\Details\images\bar4_vidro]]})
end
if (lastcooldown) then
if (lastcooldown[3] == 1) then
local spellName, _, spellIcon = _GetSpellInfo(lastcooldown[2])
gameCooltip:AddLine(format("%.1f", lastcooldown[4] - timeOfDeath) .. "s " .. spellName .. " (" .. Loc ["STRING_LAST_COOLDOWN"] .. ")")
gameCooltip:AddIcon(spellIcon, 1, 1, lineHeight, lineHeight, .1, .9, .1, .9)
else
gameCooltip:AddLine(Loc ["STRING_NOLAST_COOLDOWN"])
gameCooltip:AddIcon([[Interface\CHARACTERFRAME\UI-Player-PlayTimeUnhealthy]], 1, 1, 18, 18)
end
gameCooltip:AddStatusBar(0, 1, 1, 1, 1, 1, false, {value = 100, color = {.3, .3, .3, 1}, specialSpark = false, texture = [[Interface\AddOns\Details\images\bar_serenity]]})
end
--set the font and size of the text as defined in the options panel
gameCooltip:SetOption("TextSize", Details.tooltip.fontsize)
gameCooltip:SetOption("TextFont", Details.tooltip.fontface)
--move the left and right texts more close to the tooltip border
gameCooltip:SetOption("LeftPadding", -4)
gameCooltip:SetOption("RightPadding", 7)
--space between each line, positive values make the lines be closer
gameCooltip:SetOption("LinePadding", -2)
--move each line in the Y axis (vertical offsett)
gameCooltip:SetOption("LineYOffset", 0)
--tooltip width
gameCooltip:SetOption("FixedWidth", (type(tooltipWidth) == "number" and tooltipWidth) or 300)
--progress bar texture
gameCooltip:SetOption("StatusBarTexture", statusbarTexture)
return true
end
function Details:ToolTipDead(instance, deathTable, barFrame)
local gameCooltip = GameCooltip
local builtTooltip = Details.ShowDeathTooltipFunction(instance, barFrame, instance:GetShowingCombat(), deathTable)
if (builtTooltip) then
local myPoint = Details.tooltip.anchor_point
local anchorPoint = Details.tooltip.anchor_relative
local xOffset = Details.tooltip.anchor_offset[1]
local yOffset = Details.tooltip.anchor_offset[2]
if (Details.tooltip.anchored_to == 1) then
gameCooltip:SetHost(barFrame, myPoint, anchorPoint, xOffset, yOffset)
else
gameCooltip:SetHost(DetailsTooltipAnchor, myPoint, anchorPoint, xOffset, yOffset)
end
gameCooltip:ShowCooltip()
end
end
local function RefreshBarraMorte (morte, barra, instancia)
atributo_misc:UpdateDeathRow (morte, morte.minha_barra, barra.colocacao, instancia)
end
--object death:
--[1] tabela [2] time [3] nome [4] classe [5] maxhealth [6] time of death
--[1] true damage/ false heal [2] spellid [3] amount [4] time [5] current health [6] source
local report_table = {}
local ReportSingleDeathFunc = function(IsCurrent, IsReverse, AmtLines)
AmtLines = AmtLines + 1
local t = {}
for i = 1, min (#report_table, AmtLines) do
local table = report_table [i]
t [#t+1] = table [1] .. table [4] .. table [2] .. table [3]
end
local title = tremove(t, 1)
t = _detalhes.table.reverse (t)
tinsert(t, 1, title)
_detalhes:SendReportLines (t)
end
function atributo_misc:ReportSingleDeadLine (morte, instancia)
local barra = instancia.barras [morte.minha_barra]
local max_health = morte [5]
local time_of_death = morte [2]
do
if (not _detalhes.fontstring_len) then
_detalhes.fontstring_len = _detalhes.listener:CreateFontString(nil, "background", "GameFontNormal")
end
local _, fontSize = FCF_GetChatWindowInfo (1)
if (fontSize < 1) then
fontSize = 10
end
local fonte, _, flags = _detalhes.fontstring_len:GetFont()
_detalhes.fontstring_len:SetFont(fonte, fontSize, flags)
_detalhes.fontstring_len:SetText("thisisspacement")
end
local default_len = _detalhes.fontstring_len:GetStringWidth()
Details:Destroy(report_table)
local report_array = report_table
report_array[1] = {"Details! " .. Loc ["STRING_REPORT_SINGLE_DEATH"] .. " " .. morte [3] .. " " .. Loc ["STRING_ACTORFRAME_REPORTAT"] .. " " .. morte [6], "", "", ""}
for index, evento in ipairs(_detalhes.table.reverse (morte [1])) do
if (evento [1] and type(evento [1]) == "boolean") then --damage
if (evento [3]) then
local elapsed = _cstr ("%.1f", evento [4] - time_of_death) .."s"
local spellname, _, spellicon = _GetSpellInfo(evento [2])
local spelllink
if (evento [2] == 1) then
spelllink = GetSpellLink(6603)
elseif (evento [2] > 10) then
spelllink = GetSpellLink(evento [2])
else
spelllink = spellname
end
local source = _detalhes:GetOnlyName(evento [6])
local amount = evento [3]
local hp = _math_floor(evento [5] / max_health * 100)
if (hp > 100) then
hp = 100
end
tinsert(report_array, {elapsed .. " ", spelllink, " (" .. source .. ")", "-" .. _detalhes:ToK (amount) .. " (" .. hp .. "%) "})
end
elseif (not evento [1] and type(evento [1]) == "boolean") then --heal
local amount = evento [3]
if (amount > _detalhes.deathlog_healingdone_min) then
local elapsed = _cstr ("%.1f", evento [4] - time_of_death) .."s"
local spelllink = GetSpellLink(evento [2])
local source = _detalhes:GetOnlyName(evento [6])
local spellname, _, spellicon = _GetSpellInfo(evento [2])
local hp = _math_floor(evento [5] / max_health * 100)
if (hp > 100) then
hp = 100
end
if (_detalhes.report_heal_links) then
tinsert(report_array, {elapsed .. " ", spelllink, " (" .. source .. ")", "+" .. _detalhes:ToK (amount) .. " (" .. hp .. "%) "})
else
tinsert(report_array, {elapsed .. " ", spellname, " (" .. source .. ")", "+" .. _detalhes:ToK (amount) .. " (" .. hp .. "%) "})
end
end
elseif (type(evento [1]) == "number" and evento [1] == 4) then --debuff
local elapsed = _cstr ("%.1f", evento [4] - time_of_death) .."s"
local spelllink = GetSpellLink(evento [2])
local source = _detalhes:GetOnlyName(evento [6])
local spellname, _, spellicon = _GetSpellInfo(evento [2])
local stacks = evento [3]
local hp = _math_floor(evento [5] / max_health * 100)
if (hp > 100) then
hp = 100
end
tinsert(report_array, {elapsed .. " ", "x" .. stacks .. "" .. spelllink, " (" .. source .. ")", "(" .. hp .. "%) "})
end
end
_detalhes:SendReportWindow (ReportSingleDeathFunc, nil, nil, true)
end
function atributo_misc:ReportSingleCooldownLine (misc_actor, instancia)
local reportar
if (instancia.segmento == -1) then --overall
reportar = {"Details!: " .. misc_actor.nome .. " - " .. Loc ["STRING_OVERALL"] .. " " .. Loc ["STRING_ATTRIBUTE_MISC_DEFENSIVE_COOLDOWNS"]}
else
reportar = {"Details!: " .. misc_actor.nome .. " - " .. Loc ["STRING_ATTRIBUTE_MISC_DEFENSIVE_COOLDOWNS"]}
end
local meu_total = _math_floor(misc_actor.cooldowns_defensive)
local cooldowns = misc_actor.cooldowns_defensive_spells._ActorTable
local cooldowns_used = {}
for spellid, spell in pairs(cooldowns) do
cooldowns_used [#cooldowns_used+1] = {spellid, spell.counter, spell}
end
table.sort (cooldowns_used, _detalhes.Sort2)
for i, spell in ipairs(cooldowns_used) do
local spelllink = GetSpellLink(spell [1])
reportar [#reportar+1] = spelllink .. ": " .. spell [2]
for target_name, amount in pairs(spell[3].targets) do
if (target_name ~= misc_actor.nome and target_name ~= Loc ["STRING_RAID_WIDE"] and amount > 0) then
reportar [#reportar+1] = " -" .. target_name .. ": " .. amount
end
end
end
return _detalhes:Reportar (reportar, {_no_current = true, _no_inverse = true, _custom = true})
end
local buff_format_name = function(spellid)
if (type(spellid) == "string") then
return spellid
end
return _detalhes:GetSpellLink(spellid)
end
local buff_format_amount = function(t)
local total, percent = unpack(t)
local m, s = _math_floor(total / 60), _math_floor(total % 60)
return _cstr ("%.1f", percent) .. "% (" .. m .. "m " .. s .. "s)"
end
local sort_buff_report = function(t1, t2)
return t1[2][1] > t2[2][1]
end
function atributo_misc:ReportSingleBuffUptimeLine (misc_actor, instance)
local report_table = {"Details!: " .. misc_actor.nome .. " - " .. Loc ["STRING_ATTRIBUTE_MISC_BUFF_UPTIME"]}
local buffs = {}
local combat_time = instance.showing:GetCombatTime()
for spellid, spell in pairs(misc_actor.buff_uptime_spells._ActorTable) do
local percent = spell.uptime / combat_time * 100
if (percent < 99.5) then
buffs [#buffs+1] = {spellid, {spell.uptime, percent}}
end
end
table.sort (buffs, sort_buff_report)
_detalhes:FormatReportLines (report_table, buffs, buff_format_name, buff_format_amount)
return _detalhes:Reportar (report_table, {_no_current = true, _no_inverse = true, _custom = true})
end
function atributo_misc:ReportSingleDebuffUptimeLine (misc_actor, instance)
local report_table = {"Details!: " .. misc_actor.nome .. " - " .. Loc ["STRING_ATTRIBUTE_MISC_DEBUFF_UPTIME"]}
local debuffs = {}
local combat_time = instance.showing:GetCombatTime()
for spellid, spell in pairs(misc_actor.debuff_uptime_spells._ActorTable) do
local percent = spell.uptime / combat_time * 100
debuffs [#debuffs+1] = {spellid, {spell.uptime, percent}}
end
table.sort (debuffs, sort_buff_report)
_detalhes:FormatReportLines (report_table, debuffs, buff_format_name, buff_format_amount)
return _detalhes:Reportar (report_table, {_no_current = true, _no_inverse = true, _custom = true})
end
---update a row in an instance (window) showing death logs
---@param morte table
---@param whichRowLine number
---@param rankPosition number
---@param instance table
function atributo_misc:UpdateDeathRow(morte, whichRowLine, rankPosition, instance) --todo: change this function name
morte["dead"] = true
local thisRow = instance.barras[whichRowLine]
if (not thisRow) then
print("DEBUG: problema com <instancia.esta_barra> "..whichRowLine.." "..rankPosition)
return
end
thisRow.minha_tabela = morte
morte.nome = morte[3] --void an issue while resizing the window
morte.minha_barra = whichRowLine
thisRow.colocacao = rankPosition
if (not getmetatable(morte)) then
setmetatable(morte, {__call = RefreshBarraMorte})
morte._custom = true
end
thisRow.lineText1:SetText(rankPosition .. ". " .. morte[3]:gsub(("%-.*"), ""))
thisRow.lineText2:SetText("")
thisRow.lineText3:SetText("")
thisRow.lineText4:SetText(morte[6])
thisRow:SetValue(100)
if (thisRow.hidden or thisRow.fading_in or thisRow.faded) then
Details.FadeHandler.Fader(thisRow, "out")
end
--seta a cor da barra e a cor do texto caso eles esteja mostrando com a cor da classe
local r, g, b, a = unpack(_detalhes.class_colors[morte[4]])
_detalhes:SetBarColors(thisRow, instance, r, g, b, a)
if (instance.row_info.use_spec_icons) then
local nome = morte[3]
local spec = instance.showing (1, nome) and instance.showing (1, nome).spec or (instance.showing (2, nome) and instance.showing (2, nome).spec)
if (spec and spec ~= 0) then
thisRow.icone_classe:SetTexture(instance.row_info.spec_file)
thisRow.icone_classe:SetTexCoord(unpack(_detalhes.class_specs_coords[spec]))
else
if (CLASS_ICON_TCOORDS [morte[4]]) then
thisRow.icone_classe:SetTexture(instance.row_info.icon_file)
thisRow.icone_classe:SetTexCoord(unpack(CLASS_ICON_TCOORDS [morte[4]]))
else
local texture, l, r, t, b = Details:GetUnknownClassIcon()
thisRow.icone_classe:SetTexture(texture)
thisRow.icone_classe:SetTexCoord(l, r, t, b)
end
end
else
if (CLASS_ICON_TCOORDS [morte[4]]) then
thisRow.icone_classe:SetTexture(instance.row_info.icon_file)
thisRow.icone_classe:SetTexCoord(unpack(CLASS_ICON_TCOORDS [morte[4]]))
else
local texture, l, r, t, b = Details:GetUnknownClassIcon()
thisRow.icone_classe:SetTexture(texture)
thisRow.icone_classe:SetTexCoord(l, r, t, b)
end
end
thisRow.icone_classe:SetVertexColor(1, 1, 1)
if (thisRow.mouse_over and not instance.baseframe.isMoving) then --precisa atualizar o tooltip
gump:UpdateTooltip (whichRowLine, thisRow, instance)
end
thisRow.lineText1:SetSize(thisRow:GetWidth() - thisRow.lineText4:GetStringWidth() - 20, 15)
end
function atributo_misc:RefreshWindow(instance, combatObject, bIsForceRefresh, bIsExport)
---@type actorcontainer
local utilityActorContainer = combatObject[class_type]
if (#utilityActorContainer._ActorTable < 1) then --n�o h� barras para mostrar
return _detalhes:HideBarsNotInUse(instance, utilityActorContainer), "", 0, 0
end
local total = 0
instance.top = 0
--the main attribute is utility, the sub attribute is the type of utility (cc break, ress, etc)
local subAttribute = instance.sub_atributo
local conteudo = utilityActorContainer._ActorTable
local amount = #conteudo
local modo = instance.modo
if (bIsExport) then
if (type(bIsExport) == "boolean") then
if (subAttribute == 1) then --CC BREAKS
keyName = "cc_break"
elseif (subAttribute == 2) then --RESS
keyName = "ress"
elseif (subAttribute == 3) then --INTERRUPT
keyName = "interrupt"
elseif (subAttribute == 4) then --DISPELLS
keyName = "dispell"
elseif (subAttribute == 5) then --DEATHS
keyName = "dead"
elseif (subAttribute == 6) then --DEFENSIVE COOLDOWNS
keyName = "cooldowns_defensive"
elseif (subAttribute == 7) then --BUFF UPTIME
keyName = "buff_uptime"
elseif (subAttribute == 8) then --DEBUFF UPTIME
keyName = "debuff_uptime"
end
else
keyName = bIsExport.key
modo = bIsExport.modo
end
elseif (instance.atributo == 5) then --custom
keyName = "custom"
total = combatObject.totals [instance.customName]
else
--pega qual a sub key que ser� usada
if (subAttribute == 1) then --CC BREAKS
keyName = "cc_break"
elseif (subAttribute == 2) then --RESS
keyName = "ress"
elseif (subAttribute == 3) then --INTERRUPT
keyName = "interrupt"
elseif (subAttribute == 4) then --DISPELLS
keyName = "dispell"
elseif (subAttribute == 5) then --DEATHS
keyName = "dead"
elseif (subAttribute == 6) then --DEFENSIVE COOLDOWNS
keyName = "cooldowns_defensive"
elseif (subAttribute == 7) then --BUFF UPTIME
keyName = "buff_uptime"
elseif (subAttribute == 8) then --DEBUFF UPTIME
keyName = "debuff_uptime"
end
end
if (keyName == "dead") then
local allDeathsInTheCombat = combatObject.last_events_tables
instance.top = 1
total = #allDeathsInTheCombat
if (bIsExport) then
return allDeathsInTheCombat
end
if (total < 1) then
instance:EsconderScrollBar()
return _detalhes:EndRefresh(instance, total, combatObject, utilityActorContainer)
end
instance:RefreshScrollBar(total)
local whichRowLine = 1
local bIsRaidCombat = combatObject:GetCombatType() == DETAILS_SEGMENTTYPE_RAID_BOSS
local bIsMythicDungeonOverall = combatObject:IsMythicDungeonOverall()
local bIsOverallData = instance:GetSegmentId() == DETAILS_SEGMENTID_OVERALL
local bReverseDeathLog = false
if (bIsRaidCombat and Details.combat_log.inverse_deathlog_raid) then
bReverseDeathLog = true
elseif (bIsMythicDungeonOverall and Details.combat_log.inverse_deathlog_mplus) then
bReverseDeathLog = true
elseif (bIsOverallData and Details.combat_log.inverse_deathlog_overalldata) then
bReverseDeathLog = true
end
if (bReverseDeathLog) then
--reverse the table
local tempTable = {}
for i = #allDeathsInTheCombat, 1, -1 do
tempTable[#tempTable+1] = allDeathsInTheCombat[i]
end
--update only the lines shown
for i = instance.barraS[1], instance.barraS[2], 1 do
if (tempTable[i]) then
atributo_misc:UpdateDeathRow(tempTable[i], whichRowLine, i, instance)
whichRowLine = whichRowLine+1
end
end
else
--update only the lines shown
for i = instance.barraS[1], instance.barraS[2], 1 do
if (allDeathsInTheCombat[i]) then
atributo_misc:UpdateDeathRow(allDeathsInTheCombat[i], whichRowLine, i, instance)
whichRowLine = whichRowLine+1
end
end
end
return _detalhes:EndRefresh(instance, total, combatObject, utilityActorContainer)
else
if (instance.atributo == 5) then --custom
table.sort(conteudo, Details.SortIfHaveKey)
--strip results with zero
for i = amount, 1, -1 do
if (not conteudo[i][keyName] or conteudo[i][keyName] < 1) then
amount = amount - 1
else
break
end
end
--get the total done from the combat total data
total = combatObject.totals[class_type][keyName]
instance.top = conteudo[1][keyName]
elseif (modo == modo_ALL) then --mostrando ALL
table.sort(conteudo, Details.SortIfHaveKey)
--strip results with zero
for i = amount, 1, -1 do
if (not conteudo[i][keyName] or conteudo[i][keyName] < 1) then
amount = amount - 1
else
break
end
end
--get the total done from the combat total data
total = combatObject.totals[class_type][keyName]
instance.top = conteudo[1][keyName]
elseif (modo == modo_GROUP) then
table.sort(conteudo, Details.SortGroupIfHaveKey)
for index, player in ipairs(conteudo) do
if (player.grupo) then --is a player and is in the player group
--stop when the amount is zero
if (not player[keyName] or player[keyName] < 1) then
amount = index - 1
break
elseif (index == 1) then --esse IF aqui, precisa mesmo ser aqui? n�o daria pra pega-lo com uma chave [1] nad grupo == true?
instance.top = conteudo[1][keyName]
end
total = total + player[keyName]
else
amount = index-1
break
end
end
end
end
--refresh the container map
utilityActorContainer:remapear()
if (bIsExport) then
return total, keyName, instance.top, amount
end
--check if there's nothing to show
if (amount < 1) then
instance:EsconderScrollBar() --precisaria esconder a scroll bar
return Details:EndRefresh(instance, total, combatObject, utilityActorContainer)
end
instance:RefreshScrollBar(amount)
local whichRowLine = 1
local barras_container = instance.barras
local percentage_type = instance.row_info.percent_type
local bars_show_data = instance.row_info.textR_show_data
local bars_brackets = instance:GetBarBracket()
local bars_separator = instance:GetBarSeparator()
local bUseAnimations = _detalhes.is_using_row_animations and (not instance.baseframe.isStretching and not bIsForceRefresh)
if (total == 0) then
total = 0.00000001
end
UsingCustomLeftText = instance.row_info.textL_enable_custom_text
UsingCustomRightText = instance.row_info.textR_enable_custom_text
if (instance.bars_sort_direction == 1) then --top to bottom
for i = instance.barraS[1], instance.barraS[2], 1 do --vai atualizar s� o range que esta sendo mostrado
conteudo[i]:RefreshLine(instance, barras_container, whichRowLine, i, total, subAttribute, bIsForceRefresh, keyName, nil, percentage_type, bUseAnimations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
elseif (instance.bars_sort_direction == 2) then --bottom to top
for i = instance.barraS[2], instance.barraS[1], -1 do --vai atualizar s� o range que esta sendo mostrado
if (conteudo[i]) then
conteudo[i]:RefreshLine(instance, barras_container, whichRowLine, i, total, subAttribute, bIsForceRefresh, keyName, nil, percentage_type, bUseAnimations, bars_show_data, bars_brackets, bars_separator)
whichRowLine = whichRowLine+1
end
end
end
if (bUseAnimations) then
instance:PerformAnimations(whichRowLine-1)
end
if (instance.atributo == 5) then --custom
--zerar o .custom dos_ Actors
for index, player in ipairs(conteudo) do
if (player.custom > 0) then
player.custom = 0
else
break
end
end
end
--beta, hidar barras n�o usadas durante um refresh for�ado
if (bIsForceRefresh) then
if (instance.modo == 2) then --group
for i = whichRowLine, instance.rows_fit_in_window do
Details.FadeHandler.Fader(instance.barras [i], "in", Details.fade_speed)
end
end
end
return _detalhes:EndRefresh (instance, total, combatObject, utilityActorContainer) --retorna a tabela que precisa ganhar o refresh
end
local actor_class_color_r, actor_class_color_g, actor_class_color_b
function atributo_misc:RefreshLine(instancia, barras_container, whichRowLine, lugar, total, sub_atributo, forcar, keyName, is_dead, 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 meu_total = _math_floor(self [keyName] or 0) --total
if (not meu_total) then
return
end
--local porcentagem = meu_total / total * 100
local porcentagem = ""
if (not percentage_type or percentage_type == 1) then
porcentagem = _cstr ("%.1f", meu_total / total * 100)
elseif (percentage_type == 2) then
porcentagem = _cstr ("%.1f", meu_total / instancia.top * 100)
end
local esta_porcentagem = _math_floor((meu_total/instancia.top) * 100)
if (not bars_show_data [1]) then
meu_total = ""
end
if (not bars_show_data [3]) then
porcentagem = ""
else
porcentagem = porcentagem .. "%"
end
local rightText = meu_total .. bars_brackets[1] .. porcentagem .. bars_brackets[2]
if (UsingCustomRightText) then
esta_barra.lineText4:SetText(_string_replace (instancia.row_info.textR_custom_text, meu_total, "", porcentagem, self, instancia.showing, instancia, rightText))
else
if (instancia.use_multi_fontstrings) then
instancia:SetInLineTexts(esta_barra, "", meu_total, 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_misc: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_misc: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)
if(esta_barra.mouse_over) then
local classIcon = esta_barra:GetClassIcon()
esta_barra.iconHighlight:SetTexture(classIcon:GetTexture())
esta_barra.iconHighlight:SetTexCoord(classIcon:GetTexCoord())
esta_barra.iconHighlight:SetVertexColor(classIcon:GetVertexColor())
end
--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 // ---------------------------------------------
--~tooltips
function atributo_misc:ToolTip(instance, numero, barFrame, keydown)
GameTooltip:ClearLines()
GameTooltip:AddLine(barFrame.colocacao .. ". " .. self.nome)
if (instance.sub_atributo == 3) then --interrupt
return self:ToolTipInterrupt(instance, numero, barFrame, keydown)
elseif (instance.sub_atributo == 1) then --cc_break
return self:ToolTipCC(instance, numero, barFrame, keydown)
elseif (instance.sub_atributo == 2) then --ress
return self:ToolTipRess(instance, numero, barFrame, keydown)
elseif (instance.sub_atributo == 4) then --dispell
return self:ToolTipDispell(instance, numero, barFrame, keydown)
elseif (instance.sub_atributo == 5) then --mortes
return self:ToolTipDead(instance, numero, barFrame, keydown)
elseif (instance.sub_atributo == 6) then --defensive cooldowns
return self:ToolTipDefensiveCooldowns(instance, numero, barFrame, keydown)
elseif (instance.sub_atributo == 7) then --buff uptime
return self:ToolTipBuffUptime(instance, barFrame)
elseif (instance.sub_atributo == 8) then --debuff uptime
return self:ToolTipDebuffUptime(instance, numero, barFrame, keydown)
end
end
--tooltip locals
local r, g, b
local barAlha = .6
function atributo_misc:ToolTipDead(instancia, numero, barra)
--is this even called?
local last_dead = self.dead_log [#self.dead_log]
Details:Msg("utility class called ToolTipDead, a deprecated function.")
end
function atributo_misc:ToolTipCC (instancia, numero, barra)
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 meu_total = self ["cc_break"]
local habilidades = self.cc_break_spells._ActorTable
--habilidade usada para tirar o CC
local icon_size = _detalhes.tooltip.icon_size
local icon_border = _detalhes.tooltip.icon_border_texcoord
local lineHeight = _detalhes.tooltip.line_height
local icon_border = _detalhes.tooltip.icon_border_texcoord
for _spellid, _tabela in pairs(habilidades) do
--quantidade
local nome_magia, _, icone_magia = _GetSpellInfo(_spellid)
GameCooltip:AddLine(nome_magia, _tabela.cc_break .. " (" .. _cstr ("%.1f", _tabela.cc_break / meu_total * 100) .. "%)")
GameCooltip:AddIcon (icone_magia, nil, nil, lineHeight, lineHeight, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
--o que quebrou
local quebrou_oque = _tabela.cc_break_oque
for spellid_quebrada, amt_quebrada in pairs(_tabela.cc_break_oque) do
local nome_magia, _, icone_magia = _GetSpellInfo(spellid_quebrada)
GameCooltip:AddLine(nome_magia, amt_quebrada .. " ")
GameCooltip:AddIcon ([[Interface\Buttons\UI-GroupLoot-Pass-Down]], nil, 1, 14, 14)
GameCooltip:AddIcon (icone_magia, nil, 2, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
GameCooltip:AddStatusBar (100, 1, 1, 0, 0, .2)
end
--em quem quebrou
for target_name, amount in pairs(_tabela.targets) do
GameCooltip:AddLine(target_name .. ": ", amount .. " ")
local classe = _detalhes:GetClass(target_name)
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\espadas]], nil, 1, lineHeight, lineHeight)
if (classe) then
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small]], nil, 2, lineHeight, lineHeight, unpack(_detalhes.class_coords [classe]))
else
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, 2, lineHeight, lineHeight, .25, .5, 0, 1)
end
_detalhes:AddTooltipBackgroundStatusbar()
end
end
return true
end
function atributo_misc:ToolTipDispell(instancia, numero, barra)
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 totalDispels = math.floor(self["dispell"])
local habilidades = self.dispell_spells._ActorTable
--habilidade usada para dispelar
local spellsUsedToDispel = {}
for spellId, spellTable in pairs(habilidades) do
if (spellTable.dispell) then
spellsUsedToDispel[#spellsUsedToDispel+1] = {spellId, math.floor(spellTable.dispell)}
else
Details:Msg("D! table.dispell is invalid. spellId:", spellId)
end
end
table.sort (spellsUsedToDispel, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #spellsUsedToDispel, [[Interface\ICONS\Spell_Arcane_ArcaneTorrent]], 0.078125, 0.9375, 0.078125, 0.953125)
_detalhes:AddTooltipHeaderStatusbar(r, g, b, barAlha)
local icon_size = _detalhes.tooltip.icon_size
local icon_border = _detalhes.tooltip.icon_border_texcoord
if (#spellsUsedToDispel > 0) then
for i = 1, math.min(25, #spellsUsedToDispel) do
local spellInfo = spellsUsedToDispel[i]
local spellId = spellInfo[1]
local amountDispels = spellInfo[2]
local spellName, _, spellicon = _GetSpellInfo(spellId)
GameCooltip:AddLine(spellName, amountDispels .. " (" .. string.format("%.1f", amountDispels / totalDispels * 100) .. "%)")
GameCooltip:AddIcon(spellicon, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar()
end
else
GameTooltip:AddLine(Loc ["STRING_NO_SPELL"])
end
--quais habilidades foram dispaladas
local dispelledSpells = {}
for spellId, amount in pairs(self.dispell_oque) do
dispelledSpells[#dispelledSpells+1] = {spellId, amount}
end
table.sort(dispelledSpells, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText(Loc ["STRING_DISPELLED"], headerColor, #dispelledSpells, [[Interface\ICONS\Spell_Arcane_ManaTap]], 0.078125, 0.9375, 0.078125, 0.953125)
_detalhes:AddTooltipHeaderStatusbar(r, g, b, barAlha)
if (#dispelledSpells > 0) then
for i = 1, math.min(25, #dispelledSpells) do
local spellInfo = dispelledSpells[i]
local spellId = spellInfo[1]
local amountDispels = spellInfo[2]
local spellName, _, spellIcon = _GetSpellInfo(spellId)
GameCooltip:AddLine(spellName, amountDispels .. " (" .. string.format("%.1f", amountDispels / totalDispels * 100) .. "%)")
GameCooltip:AddIcon (spellIcon, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar()
end
end
--alvos dispelados
local alvos_dispelados = {}
for target_name, amount in pairs(self.dispell_targets) do
alvos_dispelados [#alvos_dispelados + 1] = {target_name, _math_floor(amount), amount / totalDispels * 100}
end
table.sort (alvos_dispelados, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_TARGETS"], headerColor, #alvos_dispelados, [[Interface\ICONS\ACHIEVEMENT_GUILDPERK_EVERYONES A HERO_RANK2]], 0.078125, 0.9375, 0.078125, 0.953125)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
for i = 1, min (25, #alvos_dispelados) do
if (alvos_dispelados[i][2] < 1) then
break
end
GameCooltip:AddLine(alvos_dispelados[i][1], _detalhes:comma_value (alvos_dispelados[i][2]) .." (".._cstr ("%.1f", alvos_dispelados[i][3]).."%)")
_detalhes:AddTooltipBackgroundStatusbar()
local targetActor = instancia.showing[4]:PegarCombatente (_, alvos_dispelados[i][1])
if (targetActor) then
local classe = targetActor.classe
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, 14, 14, .25, .5, 0, 1)
else
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, unpack(_detalhes.class_coords [classe]))
end
end
end
--Pet
local meus_pets = self.pets
if (#meus_pets > 0) then --teve ajudantes
local quantidade = {} --armazena a quantidade de pets iguais
local interrupts = {} --armazena as habilidades
local alvos = {} --armazena os alvos
local totais = {} --armazena o dano total de cada objeto
for index, nome in ipairs(meus_pets) do
if (not quantidade [nome]) then
quantidade [nome] = 1
local my_self = instancia.showing[class_type]:PegarCombatente (nil, nome)
if (my_self and my_self.dispell) then
totais [#totais+1] = {nome, my_self.dispell}
end
else
quantidade [nome] = quantidade [nome]+1
end
end
local _quantidade = 0
local added_logo = false
table.sort (totais, _detalhes.Sort2)
local ismaximized = false
if (keydown == "alt" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 5) then
ismaximized = true
end
for index, _table in ipairs(totais) do
if (_table [2] > 0 and (index < 3 or ismaximized)) then
if (not added_logo) then
added_logo = true
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_PETS"], headerColor, #totais, [[Interface\COMMON\friendship-heart]], 0.21875, 0.78125, 0.09375, 0.6875)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local n = _table [1]:gsub(("%s%<.*"), "")
GameCooltip:AddLine(n, _table [2] .. " (" .. _math_floor(_table [2]/self.dispell*100) .. "%)")
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small]], 1, 1, 14, 14, 0.25, 0.49609375, 0.75, 1)
end
end
end
return true
end
local UnitReaction = UnitReaction
local UnitDebuff = UnitDebuff
function _detalhes:CloseEnemyDebuffsUptime()
local combat = _detalhes.tabela_vigente
local misc_container = combat [4]._ActorTable
for _, actor in ipairs(misc_container) do
if (actor.boss_debuff) then
for target_name, target in ipairs(actor.debuff_uptime_targets) do
if (target.actived and target.actived_at) then
target.uptime = target.uptime + _detalhes._tempo - target.actived_at
actor.debuff_uptime = actor.debuff_uptime + _detalhes._tempo - target.actived_at
target.actived = false
target.actived_at = nil
end
end
end
end
return
end
function _detalhes:CatchRaidDebuffUptime (in_or_out) -- "DEBUFF_UPTIME_IN"
if (in_or_out == "DEBUFF_UPTIME_OUT") then
local combat = _detalhes.tabela_vigente
local misc_container = combat [4]._ActorTable --error attempt to index a new value
for _, actor in ipairs(misc_container) do
if (actor.debuff_uptime) then
for spellid, spell in pairs(actor.debuff_uptime_spells._ActorTable) do
if (spell.actived and spell.actived_at) then
spell.uptime = spell.uptime + _detalhes._tempo - spell.actived_at
actor.debuff_uptime = actor.debuff_uptime + _detalhes._tempo - spell.actived_at
spell.actived = false
spell.actived_at = nil
end
end
end
end
return
end
local cacheGetTime = GetTime()
if (IsInRaid()) then
local checked = {}
for raidIndex = 1, GetNumGroupMembers() do
local target = "raid"..raidIndex.."target"
local his_target = UnitGUID(target)
if (his_target and not checked [his_target]) then
local rect = UnitReaction (target, "player")
if (rect and rect <= 4) then
checked [his_target] = true
for debuffIndex = 1, 41 do
local name, _, _, _, _, _, _, unitCaster, _, _, spellid = UnitDebuff (target, debuffIndex)
if (name and unitCaster) then
local playerGUID = UnitGUID(unitCaster)
if (playerGUID) then
local playerName, realmName = _UnitName (unitCaster)
if (realmName and realmName ~= "") then
playerName = playerName .. "-" .. realmName
end
_detalhes.parser:add_debuff_uptime (nil, cacheGetTime, playerGUID, playerName, 0x00000417, his_target, _UnitName (target), 0x842, nil, spellid, name, in_or_out)
end
end
end
end
end
end
elseif (IsInGroup()) then
local checked = {}
for raidIndex = 1, GetNumGroupMembers()-1 do
local his_target = UnitGUID("party"..raidIndex.."target")
local rect = UnitReaction ("party"..raidIndex.."target", "player")
if (his_target and not checked [his_target] and rect and rect <= 4) then
checked [his_target] = true
for debuffIndex = 1, 40 do
local name, _, _, _, _, _, _, unitCaster, _, _, spellid = UnitDebuff ("party"..raidIndex.."target", debuffIndex)
if (name and unitCaster) then
local playerName, realmName = _UnitName (unitCaster)
local playerGUID = UnitGUID(unitCaster)
if (playerGUID) then
if (realmName and realmName ~= "") then
playerName = playerName .. "-" .. realmName
end
_detalhes.parser:add_debuff_uptime (nil, GetTime(), playerGUID, playerName, 0x00000417, his_target, _UnitName ("party"..raidIndex.."target"), 0x842, nil, spellid, name, in_or_out)
end
end
end
end
end
local his_target = UnitGUID("playertarget")
local rect = UnitReaction ("playertarget", "player")
if (his_target and not checked [his_target] and rect and rect <= 4) then
for debuffIndex = 1, 40 do
local name, _, _, _, _, _, _, unitCaster, _, _, spellid = UnitDebuff ("playertarget", debuffIndex)
if (name and unitCaster) then
local playerName, realmName = _UnitName (unitCaster)
local playerGUID = UnitGUID(unitCaster)
if (playerGUID) then
if (realmName and realmName ~= "") then
playerName = playerName .. "-" .. realmName
end
_detalhes.parser:add_debuff_uptime (nil, GetTime(), playerGUID, playerName, 0x00000417, his_target, _UnitName ("playertarget"), 0x842, nil, spellid, name, in_or_out)
end
end
end
end
else
local his_target = UnitGUID("playertarget")
if (his_target) then
local reaction = UnitReaction ("playertarget", "player")
if (reaction and reaction <= 4) then
for debuffIndex = 1, 40 do
local name, _, _, _, _, _, _, unitCaster, _, _, spellid = UnitDebuff ("playertarget", debuffIndex)
if (name and unitCaster) then
local playerName, realmName = _UnitName (unitCaster)
local playerGUID = UnitGUID(unitCaster)
if (playerGUID) then
if (realmName and realmName ~= "") then
playerName = playerName .. "-" .. realmName
end
_detalhes.parser:add_debuff_uptime (nil, GetTime(), playerGUID, playerName, 0x00000417, his_target, _UnitName ("playertarget"), 0x842, nil, spellid, name, in_or_out)
end
end
end
end
end
end
end
--this shouldn't be hardcoded
local runes_id = {
[175457] = true, -- focus
[175456] = true, --hyper
[175439] = true, --stout
}
--called from control on leave / enter combat
function _detalhes:CatchRaidBuffUptime (in_or_out)
if (IsInRaid()) then
local pot_usage = {}
local focus_augmentation = {}
--raid groups
local cacheGetTime = GetTime()
for raidIndex = 1, GetNumGroupMembers() do
local RaidIndex = "raid" .. raidIndex
local playerGUID = UnitGUID(RaidIndex)
if (playerGUID) then
local playerName, realmName = _UnitName (RaidIndex)
if (realmName and realmName ~= "") then
playerName = playerName .. "-" .. realmName
end
for buffIndex = 1, 41 do
local name, _, _, _, _, _, unitCaster, _, _, spellid = _UnitAura (RaidIndex, buffIndex, nil, "HELPFUL")
if (name and unitCaster and UnitExists(unitCaster) and UnitExists(RaidIndex) and UnitIsUnit(unitCaster, RaidIndex)) then
_detalhes.parser:add_buff_uptime (nil, cacheGetTime, playerGUID, playerName, 0x00000514, playerGUID, playerName, 0x00000514, 0x0, spellid, name, in_or_out)
if (in_or_out == "BUFF_UPTIME_IN") then
if (_detalhes.PotionList [spellid]) then
pot_usage [playerName] = spellid
elseif (runes_id [spellid]) then
focus_augmentation [playerName] = true
end
end
end
end
end
end
if (in_or_out == "BUFF_UPTIME_IN") then
local string_output = "pre-potion: " --localize-me
for playername, potspellid in pairs(pot_usage) do
local name, _, icon = _GetSpellInfo(potspellid)
local _, class = UnitClass(playername)
local class_color = ""
if (class and RAID_CLASS_COLORS [class]) then
class_color = RAID_CLASS_COLORS [class].colorStr
end
string_output = string_output .. "|c" .. class_color .. playername .. "|r |T" .. icon .. ":14:14:0:0:64:64:0:64:0:64|t "
end
_detalhes.pre_pot_used = string_output
_detalhes:SendEvent("COMBAT_PREPOTION_UPDATED", nil, pot_usage, focus_augmentation)
end
elseif (IsInGroup()) then
local pot_usage = {}
local focus_augmentation = {}
--party members
for groupIndex = 1, GetNumGroupMembers() - 1 do
for buffIndex = 1, 41 do
local name, _, _, _, _, _, unitCaster, _, _, spellid = _UnitAura ("party"..groupIndex, buffIndex, nil, "HELPFUL")
if (name and unitCaster and UnitExists(unitCaster) and UnitExists("party" .. groupIndex) and UnitIsUnit(unitCaster, "party" .. groupIndex)) then
local playerName, realmName = _UnitName ("party"..groupIndex)
local playerGUID = UnitGUID("party"..groupIndex)
if (playerGUID) then
if (realmName and realmName ~= "") then
playerName = playerName .. "-" .. realmName
end
if (in_or_out == "BUFF_UPTIME_IN") then
if (_detalhes.PotionList [spellid]) then
pot_usage [playerName] = spellid
elseif (runes_id [spellid]) then
focus_augmentation [playerName] = true
end
end
_detalhes.parser:add_buff_uptime (nil, GetTime(), playerGUID, playerName, 0x00000417, playerGUID, playerName, 0x00000417, 0x0, spellid, name, in_or_out)
end
end
end
end
--player it self
for buffIndex = 1, 41 do
local name, _, _, _, _, _, unitCaster, _, _, spellid = _UnitAura ("player", buffIndex, nil, "HELPFUL")
if (name and unitCaster and UnitExists(unitCaster) and UnitIsUnit(unitCaster, "player")) then
local playerName = _UnitName ("player")
local playerGUID = UnitGUID("player")
if (playerGUID) then
if (in_or_out == "BUFF_UPTIME_IN") then
if (_detalhes.PotionList [spellid]) then
pot_usage [playerName] = spellid
elseif (runes_id [spellid]) then
focus_augmentation [playerName] = true
end
end
_detalhes.parser:add_buff_uptime (nil, GetTime(), playerGUID, playerName, 0x00000417, playerGUID, playerName, 0x00000417, 0x0, spellid, name, in_or_out)
end
end
end
if (in_or_out == "BUFF_UPTIME_IN") then
local string_output = "pre-potion: "
for playername, potspellid in pairs(pot_usage) do
local name, _, icon = _GetSpellInfo(potspellid)
local _, class = UnitClass(playername)
local class_color = ""
if (class and RAID_CLASS_COLORS [class]) then
class_color = RAID_CLASS_COLORS [class].colorStr
end
string_output = string_output .. "|c" .. class_color .. playername .. "|r |T" .. icon .. ":14:14:0:0:64:64:0:64:0:64|t "
end
_detalhes.pre_pot_used = string_output
_detalhes:SendEvent("COMBAT_PREPOTION_UPDATED", nil, pot_usage, focus_augmentation)
end
else
local pot_usage = {}
local focus_augmentation = {}
for buffIndex = 1, 41 do
local name, _, _, _, _, _, unitCaster, _, _, spellid = _UnitAura ("player", buffIndex, nil, "HELPFUL")
if (name and unitCaster and UnitExists(unitCaster) and UnitIsUnit(unitCaster, "player")) then
local playerName = _UnitName ("player")
local playerGUID = UnitGUID("player")
if (playerGUID) then
if (in_or_out == "BUFF_UPTIME_IN") then
if (_detalhes.PotionList [spellid]) then
pot_usage [playerName] = spellid
elseif (runes_id [spellid]) then
focus_augmentation [playerName] = true
end
end
_detalhes.parser:add_buff_uptime (nil, GetTime(), playerGUID, playerName, 0x00000417, playerGUID, playerName, 0x00000417, 0x0, spellid, name, in_or_out)
end
end
end
--[
if (in_or_out == "BUFF_UPTIME_IN") then
local string_output = "pre-potion: "
for playername, potspellid in pairs(pot_usage) do
local name, _, icon = _GetSpellInfo(potspellid)
local _, class = UnitClass(playername)
local class_color = ""
if (class and RAID_CLASS_COLORS [class]) then
class_color = RAID_CLASS_COLORS [class].colorStr
end
string_output = string_output .. "|c" .. class_color .. playername .. "|r |T" .. icon .. ":14:14:0:0:64:64:0:64:0:64|t "
end
_detalhes.pre_pot_used = string_output
_detalhes:SendEvent("COMBAT_PREPOTION_UPDATED", nil, pot_usage, focus_augmentation)
end
--]]
-- _detalhes:Msg(string_output)
end
end
local Sort2Reverse = function(a, b)
return a[2] < b[2]
end
function atributo_misc:ToolTipDebuffUptime (instancia, numero, barra)
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 meu_total = self ["debuff_uptime"]
local minha_tabela = self.debuff_uptime_spells._ActorTable
--habilidade usada para interromper
local debuffs_usados = {}
local _combat_time = instancia.showing:GetCombatTime()
for _spellid, _tabela in pairs(minha_tabela) do
debuffs_usados [#debuffs_usados+1] = {_spellid, _tabela.uptime}
end
table.sort (debuffs_usados, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_SPELLS"], headerColor, #debuffs_usados, _detalhes.tooltip_spell_icon.file, unpack(_detalhes.tooltip_spell_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local icon_size = _detalhes.tooltip.icon_size
local icon_border = _detalhes.tooltip.icon_border_texcoord
if (#debuffs_usados > 0) then
for i = 1, min (30, #debuffs_usados) do
local esta_habilidade = debuffs_usados[i]
if (esta_habilidade[2] > 0) then
local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
local minutos, segundos = _math_floor(esta_habilidade[2]/60), _math_floor(esta_habilidade[2]%60)
if (esta_habilidade[2] >= _combat_time) then
--GameCooltip:AddLine(nome_magia, minutos .. "m " .. segundos .. "s" .. " (" .. _cstr ("%.1f", esta_habilidade[2] / _combat_time * 100) .. "%)", nil, "gray", "gray")
--GameCooltip:AddStatusBar (100, nil, 1, 0, 1, .3, false)
elseif (minutos > 0) then
GameCooltip:AddLine(nome_magia, minutos .. "m " .. segundos .. "s" .. " (" .. _cstr ("%.1f", esta_habilidade[2] / _combat_time * 100) .. "%)")
_detalhes:AddTooltipBackgroundStatusbar (false, esta_habilidade[2] / _combat_time * 100)
else
GameCooltip:AddLine(nome_magia, segundos .. "s" .. " (" .. _cstr ("%.1f", esta_habilidade[2] / _combat_time * 100) .. "%)")
_detalhes:AddTooltipBackgroundStatusbar (false, esta_habilidade[2] / _combat_time * 100)
end
GameCooltip:AddIcon (icone_magia, nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
end
end
else
GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
end
return true
end
function atributo_misc:ToolTipBuffUptime(instance, barFrame)
---@cast instance instance
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack(Details.class_colors[owner.classe])
else
r, g, b = unpack(Details.class_colors[self.classe])
end
local combatTime = instance:GetCombat():GetCombatTime()
local buffUptimeSpells = self:GetSpellContainer("buff")
local buffUptimeTable = {}
if (buffUptimeSpells) then
for spellId, spellTable in buffUptimeSpells:ListSpells() do
if (not Details.BuffUptimeSpellsToIgnore[spellId]) then
local uptime = spellTable.uptime or 0
if (uptime > 0) then
buffUptimeTable[#buffUptimeTable+1] = {spellId, uptime}
end
end
end
--check if this player has a augmentation buff container
local augmentedBuffContainer = self.received_buffs_spells
if (augmentedBuffContainer) then
for sourceNameSpellId, spellTable in augmentedBuffContainer:ListSpells() do
local sourceName, spellId = strsplit("@", sourceNameSpellId)
spellId = tonumber(spellId)
local spellName, _, spellIcon = Details.GetSpellInfo(spellId)
if (spellName) then
sourceName = detailsFramework:RemoveRealmName(sourceName)
local uptime = spellTable.uptime or 0
buffUptimeTable[#buffUptimeTable+1] = {spellId, uptime, sourceName}
end
end
end
table.sort(buffUptimeTable, Details.Sort2)
Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #buffUptimeTable, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)
local iconSizeInfo = Details.tooltip.icon_size
local iconBorderInfo = Details.tooltip.icon_border_texcoord
if (#buffUptimeTable > 0) then
for i = 1, min(30, #buffUptimeTable) do
local uptimeTable = buffUptimeTable[i]
local spellId = uptimeTable[1]
local uptime = uptimeTable[2]
local sourceName = uptimeTable[3]
local uptimePercent = uptime / combatTime * 100
if (uptime > 0 and uptimePercent < 99.5) then
local spellName, _, spellIcon = _GetSpellInfo(spellId)
if (sourceName) then
spellName = spellName .. " [" .. sourceName .. "]"
end
if (uptime <= combatTime) then
local minutes, seconds = math.floor(uptime / 60), math.floor(uptime % 60)
if (minutes > 0) then
GameCooltip:AddLine(spellName, minutes .. "m " .. seconds .. "s" .. " (" .. format("%.1f", uptimePercent) .. "%)")
Details:AddTooltipBackgroundStatusbar(false, uptimePercent, true, sourceName and "green")
else
GameCooltip:AddLine(spellName, seconds .. "s" .. " (" .. format("%.1f", uptimePercent) .. "%)")
Details:AddTooltipBackgroundStatusbar(false, uptimePercent, true, sourceName and "green")
end
GameCooltip:AddIcon(spellIcon, nil, nil, iconSizeInfo.W, iconSizeInfo.H, iconBorderInfo.L, iconBorderInfo.R, iconBorderInfo.T, iconBorderInfo.B)
end
end
end
else
GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
end
else
Details:AddTooltipSpellHeaderText(Loc ["STRING_SPELLS"], headerColor, #buffUptimeTable, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
Details:AddTooltipHeaderStatusbar(r, g, b, barAlha)
GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
end
return true
end
function atributo_misc:ToolTipDefensiveCooldowns (instancia, numero, barra)
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 meu_total = _math_floor(self ["cooldowns_defensive"])
local minha_tabela = self.cooldowns_defensive_spells._ActorTable
--spells
local cooldowns_usados = {}
for _spellid, _tabela in pairs(minha_tabela) do
cooldowns_usados [#cooldowns_usados+1] = {_spellid, _tabela.counter}
end
table.sort (cooldowns_usados, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_SPELLS"], headerColor, #cooldowns_usados, _detalhes.tooltip_spell_icon.file, unpack(_detalhes.tooltip_spell_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
local icon_size = _detalhes.tooltip.icon_size
local icon_border = _detalhes.tooltip.icon_border_texcoord
local lineHeight = _detalhes.tooltip.line_height
if (#cooldowns_usados > 0) then
for i = 1, min (25, #cooldowns_usados) do
local esta_habilidade = cooldowns_usados[i]
local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
GameCooltip:AddLine(nome_magia, esta_habilidade[2].." (".._cstr("%.1f", esta_habilidade[2]/meu_total*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()
end
else
GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
end
--targets
local meus_alvos = self.cooldowns_defensive_targets
local alvos = {}
for target_name, amount in pairs(meus_alvos) do
alvos [#alvos+1] = {target_name, amount}
end
table.sort (alvos, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_TARGETS"], headerColor, #alvos, _detalhes.tooltip_target_icon.file, unpack(_detalhes.tooltip_target_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
if (#alvos > 0) then
for i = 1, min (25, #alvos) do
GameCooltip:AddLine(_detalhes:GetOnlyName(alvos[i][1]) .. ": ", alvos[i][2], 1, "white", "white")
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon ("Interface\\Icons\\PALADIN_HOLY", nil, nil, icon_size.W, icon_size.H, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
local targetActor = instancia.showing[4]:PegarCombatente (_, alvos[i][1])
if (targetActor) then
local classe = targetActor.classe
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, 14, 14, .25, .5, 0, 1)
else
local specID = _detalhes:GetSpec(alvos[i][1])
if (specID) then
local texture, l, r, t, b = _detalhes:GetSpecIcon (specID, false)
GameCooltip:AddIcon (texture, 1, 1, lineHeight, lineHeight, l, r, t, b)
else
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, unpack(_detalhes.class_coords [classe]))
end
end
end
end
end
return true
end
function atributo_misc:ToolTipRess (instancia, numero, barra)
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 meu_total = self ["ress"]
local minha_tabela = self.ress_spells._ActorTable
local lineHeight = _detalhes.tooltip.line_height
local icon_border = _detalhes.tooltip.icon_border_texcoord
--habilidade usada para interromper
local meus_ress = {}
for _spellid, _tabela in pairs(minha_tabela) do
meus_ress [#meus_ress+1] = {_spellid, _tabela.ress}
end
table.sort (meus_ress, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_SPELLS"], headerColor, #meus_ress, _detalhes.tooltip_spell_icon.file, unpack(_detalhes.tooltip_spell_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
if (#meus_ress > 0) then
for i = 1, min (3, #meus_ress) do
local esta_habilidade = meus_ress[i]
local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
GameCooltip:AddLine(nome_magia, esta_habilidade[2] .. " (" .. _cstr ("%.1f", floor(esta_habilidade[2]) / floor(meu_total) * 100).."%)")
GameCooltip:AddIcon (icone_magia, nil, nil, lineHeight, lineHeight, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
_detalhes:AddTooltipBackgroundStatusbar()
end
else
GameCooltip:AddLine(Loc ["STRING_NO_SPELL"])
end
--quem foi que o cara reviveu
local meus_alvos = self.ress_targets
local alvos = {}
for target_name, amount in pairs(meus_alvos) do
alvos [#alvos+1] = {target_name, amount}
end
table.sort (alvos, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_TARGETS"], headerColor, #alvos, _detalhes.tooltip_target_icon.file, unpack(_detalhes.tooltip_target_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
if (#alvos > 0) then
for i = 1, min (3, #alvos) do
GameCooltip:AddLine(alvos[i][1], alvos[i][2])
_detalhes:AddTooltipBackgroundStatusbar()
local targetActor = instancia.showing[4]:PegarCombatente (_, alvos[i][1])
if (targetActor) then
local classe = targetActor.classe
if (not classe) then
classe = "UNKNOW"
end
if (classe == "UNKNOW") then
GameCooltip:AddIcon ("Interface\\LFGFRAME\\LFGROLE_BW", nil, nil, lineHeight, lineHeight, .25, .5, 0, 1)
else
local specID = _detalhes:GetSpec(alvos[i][1])
if (specID) then
local texture, l, r, t, b = _detalhes:GetSpecIcon (specID, false)
GameCooltip:AddIcon (texture, 1, 1, lineHeight, lineHeight, l, r, t, b)
else
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, lineHeight, lineHeight, unpack(_detalhes.class_coords [classe]))
end
end
end
end
end
return true
end
function atributo_misc:ToolTipInterrupt (instancia, numero, barra)
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 meu_total = self ["interrupt"]
local minha_tabela = self.interrupt_spells._ActorTable
local icon_size = _detalhes.tooltip.icon_size
local icon_border = _detalhes.tooltip.icon_border_texcoord
local lineHeight = _detalhes.tooltip.line_height
--habilidade usada para interromper
local meus_interrupts = {}
for _spellid, _tabela in pairs(minha_tabela) do
meus_interrupts [#meus_interrupts+1] = {_spellid, _tabela.counter}
end
table.sort (meus_interrupts, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_SPELLS"], headerColor, #meus_interrupts, _detalhes.tooltip_spell_icon.file, unpack(_detalhes.tooltip_spell_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
if (#meus_interrupts > 0) then
for i = 1, min (25, #meus_interrupts) do
local esta_habilidade = meus_interrupts[i]
local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
GameCooltip:AddLine(nome_magia, esta_habilidade[2].." (".._cstr("%.1f", floor(esta_habilidade[2])/floor(meu_total)*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()
end
else
GameTooltip:AddLine(Loc ["STRING_NO_SPELL"])
end
--quais habilidades foram interrompidas
local habilidades_interrompidas = {}
for _spellid, amt in pairs(self.interrompeu_oque) do
habilidades_interrompidas [#habilidades_interrompidas+1] = {_spellid, amt}
end
table.sort (habilidades_interrompidas, _detalhes.Sort2)
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_SPELL_INTERRUPTED"] .. ":", headerColor, #habilidades_interrompidas, _detalhes.tooltip_target_icon.file, unpack(_detalhes.tooltip_target_icon.coords))
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
if (#habilidades_interrompidas > 0) then
for i = 1, min (25, #habilidades_interrompidas) do
local esta_habilidade = habilidades_interrompidas[i]
local nome_magia, _, icone_magia = _GetSpellInfo(esta_habilidade[1])
GameCooltip:AddLine(nome_magia, esta_habilidade[2].." (".._cstr("%.1f", floor(esta_habilidade[2])/floor(meu_total)*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()
end
end
--Pet
local meus_pets = self.pets
if (#meus_pets > 0) then --teve ajudantes
local quantidade = {} --armazena a quantidade de pets iguais
local interrupts = {} --armazena as habilidades
local alvos = {} --armazena os alvos
local totais = {} --armazena o dano total de cada objeto
for index, nome in ipairs(meus_pets) do
if (not quantidade [nome]) then
quantidade [nome] = 1
local my_self = instancia.showing[class_type]:PegarCombatente (nil, nome)
if (my_self and my_self.interrupt) then
totais [#totais+1] = {nome, my_self.interrupt}
end
else
quantidade [nome] = quantidade [nome]+1
end
end
local _quantidade = 0
local added_logo = false
table.sort (totais, _detalhes.Sort2)
local ismaximized = false
if (keydown == "alt" or TooltipMaximizedMethod == 2 or TooltipMaximizedMethod == 5) then
ismaximized = true
end
for index, _table in ipairs(totais) do
if (_table [2] > 0 and (index < 3 or ismaximized)) then
if (not added_logo) then
added_logo = true
_detalhes:AddTooltipSpellHeaderText (Loc ["STRING_PETS"], headerColor, #totais, [[Interface\COMMON\friendship-heart]], 0.21875, 0.78125, 0.09375, 0.6875)
_detalhes:AddTooltipHeaderStatusbar (r, g, b, barAlha)
end
local n = _table [1]:gsub(("%s%<.*"), "")
GameCooltip:AddLine(n, _table [2] .. " (" .. _math_floor(_table [2]/self.interrupt*100) .. "%)")
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small]], 1, 1, 14, 14, 0.25, 0.49609375, 0.75, 1)
end
end
end
return true
end
--------------------------------------------- // JANELA DETALHES // ---------------------------------------------
---------DETALHES BIFURCA��O
function atributo_misc:MontaInfo()
if (breakdownWindowFrame.sub_atributo == 3) then --interrupt
return self:MontaInfoInterrupt()
end
end
---------DETALHES bloco da direita BIFURCA��O
function atributo_misc:MontaDetalhes (spellid, barra)
if (breakdownWindowFrame.sub_atributo == 3) then --interrupt
return self:MontaDetalhesInterrupt (spellid, barra)
end
end
------ Interrupt
function atributo_misc:MontaInfoInterrupt()
local meu_total = self ["interrupt"]
if (not self.interrupt_spells) then
return
end
local minha_tabela = self.interrupt_spells._ActorTable
local barras = breakdownWindowFrame.barras1
local instancia = breakdownWindowFrame.instancia
local meus_interrupts = {}
--player
for _spellid, _tabela in pairs(minha_tabela) do --da foreach em cada spellid do container
local nome, _, icone = _GetSpellInfo(_spellid)
tinsert(meus_interrupts, {_spellid, _tabela.counter, _tabela.counter/meu_total*100, nome, icone})
end
--pet
local ActorPets = self.pets
local class_color = "FFDDDDDD"
for _, PetName in ipairs(ActorPets) do
local PetActor = instancia.showing (class_type, PetName)
if (PetActor and PetActor.interrupt and PetActor.interrupt > 0) then
local PetSkillsContainer = PetActor.interrupt_spells._ActorTable
for _spellid, _skill in pairs(PetSkillsContainer) do --da foreach em cada spellid do container
local nome, _, icone = _GetSpellInfo(_spellid)
tinsert(meus_interrupts, {_spellid, _skill.counter, _skill.counter/meu_total*100, nome .. " (|c" .. class_color .. PetName:gsub((" <.*"), "") .. "|r)", icone, PetActor})
end
end
end
table.sort (meus_interrupts, _detalhes.Sort2)
local amt = #meus_interrupts
gump:JI_AtualizaContainerBarras (amt)
local max_ = meus_interrupts [1][2] --dano que a primeiro magia vez
local barra
for index, tabela in ipairs(meus_interrupts) do
barra = barras [index]
if (not barra) then --se a barra n�o existir, criar ela ent�o
barra = gump:CriaNovaBarraInfo1 (instancia, index)
barra.textura:SetStatusBarColor(1, 1, 1, 1) --isso aqui � a parte da sele��o e descele��o
barra.on_focus = false --isso aqui � a parte da sele��o e descele��o
end
--isso aqui � tudo da sele��o e descele��o das barras
if (not breakdownWindowFrame.mostrando_mouse_over) then
if (tabela[1] == self.detalhes) then --tabela [1] = spellid = spellid que esta na caixa da direita
if (not barra.on_focus) then --se a barra n�o tiver no foco
barra.textura:SetStatusBarColor(129/255, 125/255, 69/255, 1)
barra.on_focus = true
if (not breakdownWindowFrame.mostrando) then
breakdownWindowFrame.mostrando = barra
end
end
else
if (barra.on_focus) then
barra.textura:SetStatusBarColor(1, 1, 1, 1) --volta a cor antiga
barra:SetAlpha(.9) --volta a alfa antiga
barra.on_focus = false
end
end
end
if (index == 1) then
barra.textura:SetValue(100)
else
barra.textura:SetValue(tabela[2]/max_*100) --muito mais rapido...
end
barra.lineText1:SetText(index..instancia.divisores.colocacao..tabela[4]) --seta o texto da esqueda
barra.lineText4:SetText(tabela[2] .." ".. instancia.divisores.abre .._cstr("%.1f", tabela[3]) .."%".. instancia.divisores.fecha) --seta o texto da direita
barra.icone:SetTexture(tabela[5])
barra.minha_tabela = self --grava o jogador na barrinho... � estranho pq todas as barras v�o ter o mesmo valor do jogador
barra.show = tabela[1] --grava o spellid na barra
barra:Show() --mostra a barra
if (self.detalhes and self.detalhes == barra.show) then
self:MontaDetalhes (self.detalhes, barra) --poderia deixar isso pro final e montar uma tail call??
end
end
--Alvos do interrupt
local meus_alvos = {}
for target_name, amount in pairs(self.interrupt_targets) do
meus_alvos [#meus_alvos+1] = {target_name, amount}
end
table.sort (meus_alvos, _detalhes.Sort2)
local amt_alvos = #meus_alvos
if (amt_alvos < 1) then
return
end
gump:JI_AtualizaContainerAlvos (amt_alvos)
local max_alvos = meus_alvos[1][2]
local barra
for index, tabela in ipairs(meus_alvos) do
barra = breakdownWindowFrame.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_alvos*100)
end
barra.lineText1:SetText(index..instancia.divisores.colocacao..tabela[1]) --seta o texto da esqueda
barra.lineText4:SetText(tabela[2] .." ".. instancia.divisores.abre .._cstr("%.1f", tabela[2]/meu_total*100) .. instancia.divisores.fecha) --seta o texto da direita
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 --grava o jogador na tabela
barra.nome_inimigo = tabela [1] --salva o nome do inimigo na barra --isso � necess�rio?
barra:Show()
end
end
------ Detalhe Info Interrupt
function atributo_misc:MontaDetalhesInterrupt (spellid, barra)
local esta_magia = self.interrupt_spells._ActorTable [spellid]
if (not esta_magia) then
return
end
--icone direito superior
local nome, _, icone = _GetSpellInfo(spellid)
local infospell = {nome, nil, icone}
Details.BreakdownWindowFrame.spell_icone:SetTexture(infospell[3])
local total = self.interrupt
local meu_total = esta_magia.counter
local index = 1
local data = {}
local barras = breakdownWindowFrame.barras3
local instancia = breakdownWindowFrame.instancia
local habilidades_alvos = {}
for spellid, amt in pairs(esta_magia.interrompeu_oque) do
habilidades_alvos [#habilidades_alvos+1] = {spellid, amt}
end
table.sort (habilidades_alvos, _detalhes.Sort2)
local max_ = habilidades_alvos[1][2]
local lastIndex = 1
local barra
for index, tabela in ipairs(habilidades_alvos) do
lastIndex = index
barra = barras [index]
if (not barra) then --se a barra n�o existir, criar ela ent�o
barra = gump:CriaNovaBarraInfo3 (instancia, index)
barra.textura:SetStatusBarColor(1, 1, 1, 1) --isso aqui � a parte da sele��o e descele��o
end
barra.show = tabela[1]
if (index == 1) then
barra.textura:SetValue(100)
else
barra.textura:SetValue(tabela[2]/max_*100) --muito mais rapido...
end
local nome, _, icone = _GetSpellInfo(tabela[1])
barra.lineText1:SetText(index..instancia.divisores.colocacao..nome) --seta o texto da esqueda
barra.lineText4:SetText(tabela[2] .." ".. instancia.divisores.abre .._cstr("%.1f", tabela[2]/total*100) .."%".. instancia.divisores.fecha) --seta o texto da direita
barra.icone:SetTexture(icone)
barra:Show() --mostra a barra
if (index == 15) then
break
end
end
for i = lastIndex+1, #barras do
barras[i]:Hide()
end
end
function atributo_misc:MontaTooltipAlvos (esta_barra, index)
local inimigo = esta_barra.nome_inimigo
local container
if (breakdownWindowFrame.instancia.sub_atributo == 3) then --interrupt
container = self.interrupt_spells._ActorTable
end
local habilidades = {}
local total = self.interrupt
for spellid, tabela in pairs(container) do
--tabela = classe_damage_habilidade
local alvos = tabela.targets
for target_name, amount in ipairs(alvos) do
--tabela = classe_target
if (target_name == inimigo) then
habilidades [#habilidades+1] = {spellid, amount}
end
end
end
table.sort (habilidades, _detalhes.Sort2)
GameTooltip:AddLine(index..". "..inimigo)
GameTooltip:AddLine(Loc ["STRING_SPELL_INTERRUPTED"] .. ":")
GameTooltip:AddLine(" ")
for index, tabela in ipairs(habilidades) do
local nome, rank, icone = _GetSpellInfo(tabela[1])
if (index < 8) then
GameTooltip:AddDoubleLine (index..". |T"..icone..":0|t "..nome, tabela[2].." (".._cstr("%.1f", tabela[2]/total*100).."%)", 1, 1, 1, 1, 1, 1)
else
GameTooltip:AddDoubleLine (index..". "..nome, tabela[2].." (".._cstr("%.1f", tabela[2]/total*100).."%)", .65, .65, .65, .65, .65, .65)
end
end
return true
end
--controla se o dps do jogador esta travado ou destravado
function atributo_misc:GetOrChangeActivityStatus (iniciar)
return false --retorna se o dps esta aberto ou fechado para este jogador
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--core functions
--atualize a funcao de abreviacao
function atributo_misc:UpdateSelectedToKFunction()
SelectedToKFunction = ToKFunctions [_detalhes.ps_abbreviation]
FormatTooltipNumber = ToKFunctions [_detalhes.tooltip.abbreviation]
TooltipMaximizedMethod = _detalhes.tooltip.maximize_method
headerColor = _detalhes.tooltip.header_text_color
end
local sub_list = {"cc_break", "ress", "interrupt", "cooldowns_defensive", "dispell", "dead"}
--subtract total from a combat table
function atributo_misc:subtract_total (combat_table)
for _, sub_attribute in ipairs(sub_list) do
if (self [sub_attribute]) then
combat_table.totals [class_type][sub_attribute] = combat_table.totals [class_type][sub_attribute] - self [sub_attribute]
if (self.grupo) then
combat_table.totals_grupo [class_type][sub_attribute] = combat_table.totals_grupo [class_type][sub_attribute] - self [sub_attribute]
end
end
end
end
function atributo_misc:add_total (combat_table)
for _, sub_attribute in ipairs(sub_list) do
if (self [sub_attribute]) then
combat_table.totals [class_type][sub_attribute] = combat_table.totals [class_type][sub_attribute] + self [sub_attribute]
if (self.grupo) then
combat_table.totals_grupo [class_type][sub_attribute] = combat_table.totals_grupo [class_type][sub_attribute] + self [sub_attribute]
end
end
end
end
local refresh_alvos = function(container1, container2)
for target_name, amount in pairs(container2) do
container1 [target_name] = container1 [target_name] or 0
end
end
local refresh_habilidades = function(container1, container2)
for spellid, habilidade in pairs(container2._ActorTable) do
local habilidade_shadow = container1:PegaHabilidade(spellid, true, nil, true)
refresh_alvos(habilidade_shadow.targets , habilidade.targets)
end
end
function atributo_misc:r_onlyrefresh_shadow (actor)
local overall_misc = _detalhes.tabela_overall [4]
local shadow = overall_misc._ActorTable [overall_misc._NameIndexTable [actor.nome]]
if (not actor.nome) then
actor.nome = "unknown"
end
if (not shadow) then
shadow = overall_misc:PegarCombatente (actor.serial, actor.nome, actor.flag_original, true)
shadow.classe = actor.classe
shadow:SetSpecId(actor.spec)
shadow.grupo = actor.grupo
shadow.pvp = actor.pvp
shadow.isTank = actor.isTank
shadow.boss = actor.boss
shadow.boss_fight_component = actor.boss_fight_component
shadow.fight_component = actor.fight_component
end
_detalhes.refresh:r_atributo_misc (actor, shadow)
--cc done
if (actor.cc_done) then
refresh_alvos(shadow.cc_done_targets, actor.cc_done_targets)
refresh_habilidades(shadow.cc_done_spells, actor.cc_done_spells)
end
--cooldowns
if (actor.cooldowns_defensive) then
refresh_alvos (shadow.cooldowns_defensive_targets, actor.cooldowns_defensive_targets)
refresh_habilidades (shadow.cooldowns_defensive_spells, actor.cooldowns_defensive_spells)
end
--buff uptime
if (actor.buff_uptime) then
refresh_alvos (shadow.buff_uptime_targets, actor.buff_uptime_targets)
refresh_habilidades (shadow.buff_uptime_spells, actor.buff_uptime_spells)
if (actor.received_buffs_spells) then
if (not shadow.received_buffs_spells) then
shadow.received_buffs_spells = container_habilidades:NovoContainer(_detalhes.container_type.CONTAINER_MISC_CLASS)
end
refresh_habilidades(shadow.received_buffs_spells, actor.received_buffs_spells)
end
end
--debuff uptime
if (actor.debuff_uptime) then
refresh_habilidades (shadow.debuff_uptime_spells, actor.debuff_uptime_spells)
if (actor.boss_debuff) then
--
else
refresh_alvos (shadow.debuff_uptime_targets, actor.debuff_uptime_targets)
end
end
--interrupt
if (actor.interrupt) then
refresh_alvos (shadow.interrupt_targets, actor.interrupt_targets)
refresh_habilidades (shadow.interrupt_spells, actor.interrupt_spells)
for spellid, habilidade in pairs(actor.interrupt_spells._ActorTable) do
local habilidade_shadow = shadow.interrupt_spells:PegaHabilidade (spellid, true, nil, true)
habilidade_shadow.interrompeu_oque = habilidade_shadow.interrompeu_oque or {}
end
end
--ress
if (actor.ress) then
refresh_alvos (shadow.ress_targets, actor.ress_targets)
refresh_habilidades (shadow.ress_spells, actor.ress_spells)
end
--dispell
if (actor.dispell) then
refresh_alvos (shadow.dispell_targets, actor.dispell_targets)
refresh_habilidades (shadow.dispell_spells, actor.dispell_spells)
for spellid, habilidade in pairs(actor.dispell_spells._ActorTable) do
local habilidade_shadow = shadow.dispell_spells:PegaHabilidade (spellid, true, nil, true)
habilidade_shadow.dispell_oque = habilidade_shadow.dispell_oque or {}
end
end
--cc break
if (actor.cc_break) then
refresh_alvos (shadow.cc_break_targets, actor.cc_break_targets)
refresh_habilidades (shadow.cc_break_spells, actor.cc_break_spells)
for spellid, habilidade in pairs(actor.cc_break_spells._ActorTable) do
local habilidade_shadow = shadow.cc_break_spells:PegaHabilidade (spellid, true, nil, true)
habilidade_shadow.cc_break_oque = habilidade_shadow.cc_break_oque or {}
end
end
return shadow
end
local sumKeyValues = function(habilidade, habilidade_tabela1)
for key, value in pairs(habilidade) do
if (type(value) == "number") then
if (key ~= "id" and key ~= "spellschool") then
habilidade_tabela1[key] = (habilidade_tabela1[key] or 0) + value
end
end
end
end
local sumTargetValues = function(container1, container2)
for targetName, amount in pairs(container2) do
container1[targetName] = (container1[targetName] or 0) + amount
end
end
local sumSpellTableKeyValues = function(container1, container2)
for spellId, spellTable in pairs(container2._ActorTable) do
local spellTable1 = container1:PegaHabilidade(spellId, true, nil, false)
sumTargetValues(spellTable1.targets, spellTable.targets)
sumKeyValues(spellTable, spellTable1)
end
end
function atributo_misc: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_misc = host_combat[4]
local shadow = overall_misc._ActorTable[overall_misc._NameIndexTable[actor.nome]]
if (not actor.nome) then
actor.nome = "unknown"
end
if (not shadow) then
shadow = overall_misc:PegarCombatente(actor.serial, actor.nome, actor.flag_original, true)
shadow.classe = actor.classe
shadow:SetSpecId(actor.spec)
shadow.grupo = actor.grupo
shadow.pvp = actor.pvp
shadow.isTank = actor.isTank
shadow.boss = actor.boss
shadow.boss_fight_component = actor.boss_fight_component
shadow.fight_component = actor.fight_component
end
--aplica a meta e indexes
if (not no_refresh) then
_detalhes.refresh:r_atributo_misc(actor, shadow)
end
--pets (add unique pet names)
for _, petName in ipairs(actor.pets) do
DetailsFramework.table.addunique(shadow.pets, petName)
end
if (actor.cc_done) then
if (not shadow.cc_done_targets) then
shadow.cc_done = _detalhes:GetOrderNumber()
shadow.cc_done_targets = {}
shadow.cc_done_spells = container_habilidades:NovoContainer(_detalhes.container_type.CONTAINER_MISC_CLASS)
end
shadow.cc_done = shadow.cc_done + actor.cc_done
sumTargetValues(shadow.cc_done_targets, actor.cc_done_targets)
sumSpellTableKeyValues(shadow.cc_done_spells, actor.cc_done_spells)
end
if (actor.cooldowns_defensive) then
if (not shadow.cooldowns_defensive_targets) then
shadow.cooldowns_defensive = _detalhes:GetOrderNumber(actor.nome)
shadow.cooldowns_defensive_targets = {}
shadow.cooldowns_defensive_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
end
shadow.cooldowns_defensive = shadow.cooldowns_defensive + actor.cooldowns_defensive
host_combat.totals[4].cooldowns_defensive = host_combat.totals[4].cooldowns_defensive + actor.cooldowns_defensive
if (actor.grupo) then
host_combat.totals_grupo[4].cooldowns_defensive = host_combat.totals_grupo[4].cooldowns_defensive + actor.cooldowns_defensive
end
sumTargetValues (shadow.cooldowns_defensive_targets, actor.cooldowns_defensive_targets)
sumSpellTableKeyValues (shadow.cooldowns_defensive_spells, actor.cooldowns_defensive_spells)
end
if (actor.buff_uptime) then
if (not shadow.buff_uptime_targets) then
shadow.buff_uptime = 0
shadow.buff_uptime_targets = {}
shadow.buff_uptime_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
end
if (actor.received_buffs_spells) then
if (not shadow.received_buffs_spells) then
shadow.received_buffs_spells = container_habilidades:NovoContainer(_detalhes.container_type.CONTAINER_MISC_CLASS)
end
sumSpellTableKeyValues(shadow.received_buffs_spells, actor.received_buffs_spells)
end
shadow.buff_uptime = shadow.buff_uptime + actor.buff_uptime
sumTargetValues (shadow.buff_uptime_targets, actor.buff_uptime_targets)
sumSpellTableKeyValues (shadow.buff_uptime_spells, actor.buff_uptime_spells)
end
if (actor.debuff_uptime) then
if (not shadow.debuff_uptime_targets) then
shadow.debuff_uptime = 0
if (actor.boss_debuff) then
shadow.debuff_uptime_targets = {}
shadow.boss_debuff = true
shadow.damage_twin = actor.damage_twin
shadow.spellschool = actor.spellschool
shadow.damage_spellid = actor.damage_spellid
shadow.debuff_uptime = 0
else
shadow.debuff_uptime_targets = {}
end
shadow.debuff_uptime_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
end
shadow.debuff_uptime = shadow.debuff_uptime + actor.debuff_uptime
for target_name, amount in pairs(actor.debuff_uptime_targets) do
if (type(amount) == "table") then --boss debuff
local t = shadow.debuff_uptime_targets [target_name]
if (not t) then
shadow.debuff_uptime_targets [target_name] = atributo_misc:CreateBuffTargetObject()
t = shadow.debuff_uptime_targets [target_name]
end
t.uptime = t.uptime + amount.uptime
t.activedamt = t.activedamt + amount.activedamt
t.refreshamt = t.refreshamt + amount.refreshamt
t.appliedamt = t.appliedamt + amount.appliedamt
else
shadow.debuff_uptime_targets [target_name] = (shadow.debuff_uptime_targets [target_name] or 0) + amount
end
end
sumSpellTableKeyValues (shadow.debuff_uptime_spells, actor.debuff_uptime_spells)
end
--interrupt
if (actor.interrupt) then
if (not shadow.interrupt_targets) then
shadow.interrupt = 0
shadow.interrupt_targets = {}
shadow.interrupt_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS) --cria o container das habilidades usadas para interromper
shadow.interrompeu_oque = {}
end
shadow.interrupt = shadow.interrupt + actor.interrupt
host_combat.totals[4].interrupt = host_combat.totals[4].interrupt + actor.interrupt
if (actor.grupo) then
host_combat.totals_grupo[4].interrupt = host_combat.totals_grupo[4].interrupt + actor.interrupt
end
sumTargetValues (shadow.interrupt_targets, actor.interrupt_targets)
sumSpellTableKeyValues (shadow.interrupt_spells, actor.interrupt_spells)
for spellid, habilidade in pairs(actor.interrupt_spells._ActorTable) do
local habilidade_shadow = shadow.interrupt_spells:PegaHabilidade (spellid, true, nil, true)
habilidade_shadow.interrompeu_oque = habilidade_shadow.interrompeu_oque or {}
for _spellid, amount in pairs(habilidade.interrompeu_oque) do
habilidade_shadow.interrompeu_oque [_spellid] = (habilidade_shadow.interrompeu_oque [_spellid] or 0) + amount
end
end
for spellid, amount in pairs(actor.interrompeu_oque) do
shadow.interrompeu_oque [spellid] = (shadow.interrompeu_oque [spellid] or 0) + amount
end
end
--ress
if (actor.ress) then
if (not shadow.ress_targets) then
shadow.ress = 0
shadow.ress_targets = {}
shadow.ress_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
end
shadow.ress = shadow.ress + actor.ress
host_combat.totals[4].ress = host_combat.totals[4].ress + actor.ress
if (actor.grupo) then
host_combat.totals_grupo[4].ress = host_combat.totals_grupo[4].ress + actor.ress
end
sumTargetValues (shadow.ress_targets, actor.ress_targets)
sumSpellTableKeyValues (shadow.ress_spells, actor.ress_spells)
end
--dispell
if (actor.dispell) then
if (not shadow.dispell_targets) then
shadow.dispell = 0
shadow.dispell_targets = {}
shadow.dispell_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
shadow.dispell_oque = {}
end
shadow.dispell = shadow.dispell + actor.dispell
host_combat.totals[4].dispell = host_combat.totals[4].dispell + actor.dispell
if (actor.grupo) then
host_combat.totals_grupo[4].dispell = host_combat.totals_grupo[4].dispell + actor.dispell
end
sumTargetValues (shadow.dispell_targets, actor.dispell_targets)
sumSpellTableKeyValues (shadow.dispell_spells, actor.dispell_spells)
for spellid, habilidade in pairs(actor.dispell_spells._ActorTable) do
local habilidade_shadow = shadow.dispell_spells:PegaHabilidade (spellid, true, nil, true)
habilidade_shadow.dispell_oque = habilidade_shadow.dispell_oque or {}
for _spellid, amount in pairs(habilidade.dispell_oque) do
habilidade_shadow.dispell_oque [_spellid] = (habilidade_shadow.dispell_oque [_spellid] or 0) + amount
end
end
for spellid, amount in pairs(actor.dispell_oque) do
shadow.dispell_oque [spellid] = (shadow.dispell_oque [spellid] or 0) + amount
end
end
if (actor.cc_break) then
if (not shadow.cc_break) then
shadow.cc_break = 0
shadow.cc_break_targets = {}
shadow.cc_break_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS) --cria o container das habilidades usadas para interromper
shadow.cc_break_oque = {}
end
shadow.cc_break = shadow.cc_break + actor.cc_break
host_combat.totals[4].cc_break = host_combat.totals[4].cc_break + actor.cc_break
if (actor.grupo) then
host_combat.totals_grupo[4].cc_break = host_combat.totals_grupo[4].cc_break + actor.cc_break
end
sumTargetValues (shadow.cc_break_targets, actor.cc_break_targets)
sumSpellTableKeyValues (shadow.cc_break_spells, actor.cc_break_spells)
for spellid, habilidade in pairs(actor.cc_break_spells._ActorTable) do
local habilidade_shadow = shadow.cc_break_spells:PegaHabilidade (spellid, true, nil, true)
habilidade_shadow.cc_break_oque = habilidade_shadow.cc_break_oque or {}
for _spellid, amount in pairs(habilidade.cc_break_oque) do
habilidade_shadow.cc_break_oque [_spellid] = (habilidade_shadow.cc_break_oque [_spellid] or 0) + amount
end
end
for spellid, amount in pairs(actor.cc_break_oque) do
shadow.cc_break_oque [spellid] = (shadow.cc_break_oque [spellid] or 0) + amount
end
end
return shadow
end
function _detalhes.refresh:r_atributo_misc(thisActor, shadow)
setmetatable(thisActor, _detalhes.atributo_misc)
detailsFramework:Mixin(thisActor, Details222.Mixins.ActorMixin)
thisActor.__index = _detalhes.atributo_misc
--refresh cc done
if (thisActor.cc_done) then
if (shadow and not shadow.cc_done_targets) then
shadow.cc_done = 0
shadow.cc_done_targets = {}
shadow.cc_done_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
end
_detalhes.refresh:r_container_habilidades (thisActor.cc_done_spells, shadow and shadow.cc_done_spells)
end
--refresh interrupts
if (thisActor.interrupt_targets) then
if (shadow and not shadow.interrupt_targets) then
shadow.interrupt = 0
shadow.interrupt_targets = {}
shadow.interrupt_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
shadow.interrompeu_oque = {}
end
_detalhes.refresh:r_container_habilidades (thisActor.interrupt_spells, shadow and shadow.interrupt_spells)
end
--refresh buff uptime
if (thisActor.buff_uptime_targets) then
if (shadow and not shadow.buff_uptime_targets) then
shadow.buff_uptime = 0
shadow.buff_uptime_targets = {}
shadow.buff_uptime_spells = container_habilidades:NovoContainer(_detalhes.container_type.CONTAINER_MISC_CLASS)
if (thisActor.received_buffs_spells) then
shadow.received_buffs_spells = container_habilidades:NovoContainer(_detalhes.container_type.CONTAINER_MISC_CLASS)
end
end
_detalhes.refresh:r_container_habilidades(thisActor.buff_uptime_spells, shadow and shadow.buff_uptime_spells)
if (thisActor.received_buffs_spells) then
_detalhes.refresh:r_container_habilidades(thisActor.received_buffs_spells, shadow and shadow.received_buffs_spells)
end
end
--refresh buff uptime
if (thisActor.debuff_uptime_targets) then
if (shadow and not shadow.debuff_uptime_targets) then
shadow.debuff_uptime = 0
if (thisActor.boss_debuff) then
shadow.debuff_uptime_targets = {}
shadow.boss_debuff = true
shadow.damage_twin = thisActor.damage_twin
shadow.spellschool = thisActor.spellschool
shadow.damage_spellid = thisActor.damage_spellid
shadow.debuff_uptime = 0
else
shadow.debuff_uptime_targets = {}
end
shadow.debuff_uptime_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
end
_detalhes.refresh:r_container_habilidades (thisActor.debuff_uptime_spells, shadow and shadow.debuff_uptime_spells)
end
--refresh cooldowns defensive
if (thisActor.cooldowns_defensive_targets) then
if (shadow and not shadow.cooldowns_defensive_targets) then
shadow.cooldowns_defensive = 0
shadow.cooldowns_defensive_targets = {}
shadow.cooldowns_defensive_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
end
_detalhes.refresh:r_container_habilidades (thisActor.cooldowns_defensive_spells, shadow and shadow.cooldowns_defensive_spells)
end
--refresh ressers
if (thisActor.ress_targets) then
if (shadow and not shadow.ress_targets) then
shadow.ress = 0
shadow.ress_targets = {}
shadow.ress_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
end
_detalhes.refresh:r_container_habilidades (thisActor.ress_spells, shadow and shadow.ress_spells)
end
--refresh dispells
if (thisActor.dispell_targets) then
if (shadow and not shadow.dispell_targets) then
shadow.dispell = 0
shadow.dispell_targets = {}
shadow.dispell_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS) --cria o container das habilidades usadas para interromper
shadow.dispell_oque = {}
end
_detalhes.refresh:r_container_habilidades (thisActor.dispell_spells, shadow and shadow.dispell_spells)
end
--refresh cc_breaks
if (thisActor.cc_break_targets) then
if (shadow and not shadow.cc_break) then
shadow.cc_break = 0
shadow.cc_break_targets = {}
shadow.cc_break_spells = container_habilidades:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS)
shadow.cc_break_oque = {}
end
_detalhes.refresh:r_container_habilidades (thisActor.cc_break_spells, shadow and shadow.cc_break_spells)
end
end
function _detalhes.clear:c_atributo_misc (este_jogador)
este_jogador.__index = nil
este_jogador.links = nil
este_jogador.minha_barra = nil
if (este_jogador.cc_done_targets) then
_detalhes.clear:c_container_habilidades (este_jogador.cc_done_spells)
end
if (este_jogador.interrupt_targets) then
_detalhes.clear:c_container_habilidades (este_jogador.interrupt_spells)
end
if (este_jogador.cooldowns_defensive_targets) then
_detalhes.clear:c_container_habilidades (este_jogador.cooldowns_defensive_spells)
end
if (este_jogador.buff_uptime_targets) then
_detalhes.clear:c_container_habilidades(este_jogador.buff_uptime_spells)
if (este_jogador.received_buffs_spells) then
_detalhes.clear:c_container_habilidades(este_jogador.received_buffs_spells)
end
end
if (este_jogador.debuff_uptime_targets) then
_detalhes.clear:c_container_habilidades (este_jogador.debuff_uptime_spells)
end
if (este_jogador.ress_targets) then
_detalhes.clear:c_container_habilidades (este_jogador.ress_spells)
end
if (este_jogador.cc_break_targets) then
_detalhes.clear:c_container_habilidades (este_jogador.cc_break_spells)
end
if (este_jogador.dispell_targets) then
_detalhes.clear:c_container_habilidades (este_jogador.dispell_spells)
end
end
atributo_misc.__add = function(tabela1, tabela2)
if (tabela2.cc_done) then
tabela1.cc_done = tabela1.cc_done + tabela2.cc_done
for targetName, amount in pairs(tabela2.cc_done_targets) do
tabela1.cc_done_targets[targetName] = (tabela1.cc_done_targets[targetName] or 0) + amount
end
for spellId, spellTable in pairs(tabela2.cc_done_spells._ActorTable) do
local spellTable1 = tabela1.cc_done_spells:PegaHabilidade(spellId, true, nil, false)
for target_name, amount in pairs(spellTable.targets) do
spellTable1.targets[target_name] = (spellTable1.targets[target_name] or 0) + amount
end
sumKeyValues(spellTable, spellTable1)
end
end
if (tabela2.interrupt) then
if (not tabela1.interrupt) then
tabela1.interrupt = 0
tabela1.interrupt_targets = {}
tabela1.interrupt_spells = container_habilidades:NovoContainer(container_misc)
tabela1.interrompeu_oque = {}
end
--total de interrupts
tabela1.interrupt = tabela1.interrupt + tabela2.interrupt
--soma o interrompeu o que
for spellid, amount in pairs(tabela2.interrompeu_oque) do
tabela1.interrompeu_oque[spellid] = (tabela1.interrompeu_oque [spellid] or 0) + amount
end
--soma os containers de alvos
for target_name, amount in pairs(tabela2.interrupt_targets) do
tabela1.interrupt_targets[target_name] = (tabela1.interrupt_targets[target_name] or 0) + amount
end
--soma o container de habilidades
for spellid, habilidade in pairs(tabela2.interrupt_spells._ActorTable) do
local habilidade_tabela1 = tabela1.interrupt_spells:PegaHabilidade(spellid, true, nil, false)
habilidade_tabela1.interrompeu_oque = habilidade_tabela1.interrompeu_oque or {}
for _spellid, amount in pairs(habilidade.interrompeu_oque) do
habilidade_tabela1.interrompeu_oque[_spellid] = (habilidade_tabela1.interrompeu_oque[_spellid] or 0) + amount
end
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
end
sumKeyValues (habilidade, habilidade_tabela1)
end
end
if (tabela2.buff_uptime) then
if (not tabela1.buff_uptime) then
tabela1.buff_uptime = 0
tabela1.buff_uptime_targets = {}
tabela1.buff_uptime_spells = container_habilidades:NovoContainer(container_misc)
end
if (tabela2.received_buffs_spells) then
if (not tabela1.received_buffs_spells) then
tabela1.received_buffs_spells = container_habilidades:NovoContainer(container_misc)
end
for spellId, spellTable in pairs(tabela2.received_buffs_spells._ActorTable) do
local habilidade_tabela1 = tabela1.received_buffs_spells:PegaHabilidade(spellId, true, nil, false)
for target_name, amount in pairs(spellTable.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
end
sumKeyValues(spellTable, habilidade_tabela1)
end
end
tabela1.buff_uptime = tabela1.buff_uptime + tabela2.buff_uptime
for target_name, amount in pairs(tabela2.buff_uptime_targets) do
tabela1.buff_uptime_targets[target_name] = (tabela1.buff_uptime_targets[target_name] or 0) + amount
end
for spellId, spellTable in pairs(tabela2.buff_uptime_spells._ActorTable) do
local habilidade_tabela1 = tabela1.buff_uptime_spells:PegaHabilidade(spellId, true, nil, false)
for target_name, amount in pairs(spellTable.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
end
sumKeyValues(spellTable, habilidade_tabela1)
end
end
if (tabela2.debuff_uptime) then
if (not tabela1.debuff_uptime) then
if (tabela2.boss_debuff) then
tabela1.debuff_uptime_targets = {}
tabela1.boss_debuff = true
tabela1.damage_twin = tabela2.damage_twin
tabela1.spellschool = tabela2.spellschool
tabela1.damage_spellid = tabela2.damage_spellid
else
tabela1.debuff_uptime_targets = {}
end
tabela1.debuff_uptime = 0
tabela1.debuff_uptime_spells = container_habilidades:NovoContainer (container_misc)
end
tabela1.debuff_uptime = tabela1.debuff_uptime + tabela2.debuff_uptime
for target_name, amount in pairs(tabela2.debuff_uptime_targets) do
if (type(amount) == "table") then --boss debuff
local t = tabela1.debuff_uptime_targets[target_name]
if (not t) then
tabela1.debuff_uptime_targets[target_name] = atributo_misc:CreateBuffTargetObject()
t = tabela1.debuff_uptime_targets[target_name]
end
t.uptime = t.uptime + amount.uptime
t.activedamt = t.activedamt + amount.activedamt
t.refreshamt = t.refreshamt + amount.refreshamt
t.appliedamt = t.appliedamt + amount.appliedamt
else
tabela1.debuff_uptime_targets[target_name] = (tabela1.debuff_uptime_targets[target_name] or 0) + amount
end
end
for spellid, habilidade in pairs(tabela2.debuff_uptime_spells._ActorTable) do
local habilidade_tabela1 = tabela1.debuff_uptime_spells:PegaHabilidade (spellid, true, nil, false)
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
end
sumKeyValues (habilidade, habilidade_tabela1)
end
end
if (tabela2.cooldowns_defensive) then
if (not tabela1.cooldowns_defensive) then
tabela1.cooldowns_defensive = 0
tabela1.cooldowns_defensive_targets = {}
tabela1.cooldowns_defensive_spells = container_habilidades:NovoContainer (container_misc)
end
tabela1.cooldowns_defensive = tabela1.cooldowns_defensive + tabela2.cooldowns_defensive
for target_name, amount in pairs(tabela2.cooldowns_defensive_targets) do
tabela1.cooldowns_defensive_targets[target_name] = (tabela1.cooldowns_defensive_targets[target_name] or 0) + amount
end
for spellid, habilidade in pairs(tabela2.cooldowns_defensive_spells._ActorTable) do
local habilidade_tabela1 = tabela1.cooldowns_defensive_spells:PegaHabilidade (spellid, true, nil, false)
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
end
sumKeyValues (habilidade, habilidade_tabela1)
end
end
if (tabela2.ress) then
if (not tabela1.ress) then
tabela1.ress = 0
tabela1.ress_targets = {}
tabela1.ress_spells = container_habilidades:NovoContainer (container_misc)
end
tabela1.ress = tabela1.ress + tabela2.ress
for target_name, amount in pairs(tabela2.ress_targets) do
tabela1.ress_targets[target_name] = (tabela1.ress_targets[target_name] or 0) + amount
end
for spellid, habilidade in pairs(tabela2.ress_spells._ActorTable) do
local habilidade_tabela1 = tabela1.ress_spells:PegaHabilidade (spellid, true, nil, false)
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
end
sumKeyValues (habilidade, habilidade_tabela1)
end
end
if (tabela2.dispell) then
if (not tabela1.dispell) then
tabela1.dispell = 0
tabela1.dispell_targets = {}
tabela1.dispell_spells = container_habilidades:NovoContainer (container_misc)
tabela1.dispell_oque = {}
end
tabela1.dispell = tabela1.dispell + tabela2.dispell
for target_name, amount in pairs(tabela2.dispell_targets) do
tabela1.dispell_targets[target_name] = (tabela1.dispell_targets[target_name] or 0) + amount
end
for spellid, habilidade in pairs(tabela2.dispell_spells._ActorTable) do
local habilidade_tabela1 = tabela1.dispell_spells:PegaHabilidade (spellid, true, nil, false)
habilidade_tabela1.dispell_oque = habilidade_tabela1.dispell_oque or {}
for _spellid, amount in pairs(habilidade.dispell_oque) do
habilidade_tabela1.dispell_oque[_spellid] = (habilidade_tabela1.dispell_oque[_spellid] or 0) + amount
end
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
end
sumKeyValues (habilidade, habilidade_tabela1)
end
for spellid, amount in pairs(tabela2.dispell_oque) do
tabela1.dispell_oque[spellid] = (tabela1.dispell_oque[spellid] or 0) + amount
end
end
if (tabela2.cc_break) then
if (not tabela1.cc_break) then
tabela1.cc_break = 0
tabela1.cc_break_targets = {}
tabela1.cc_break_spells = container_habilidades:NovoContainer (container_misc)
tabela1.cc_break_oque = {}
end
tabela1.cc_break = tabela1.cc_break + tabela2.cc_break
for target_name, amount in pairs(tabela2.cc_break_targets) do
tabela1.cc_break_targets[target_name] = (tabela1.cc_break_targets[target_name] or 0) + amount
end
for spellid, habilidade in pairs(tabela2.cc_break_spells._ActorTable) do
local habilidade_tabela1 = tabela1.cc_break_spells:PegaHabilidade (spellid, true, nil, false)
habilidade_tabela1.cc_break_oque = habilidade_tabela1.cc_break_oque or {}
for _spellid, amount in pairs(habilidade.cc_break_oque) do
habilidade_tabela1.cc_break_oque[_spellid] = (habilidade_tabela1.cc_break_oque[_spellid] or 0) + amount
end
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) + amount
end
sumKeyValues (habilidade, habilidade_tabela1)
end
for spellid, amount in pairs(tabela2.cc_break_oque) do
tabela1.cc_break_oque[spellid] = (tabela1.cc_break_oque[spellid] or 0) + amount
end
end
return tabela1
end
local subtractKeyValues = function(habilidade, habilidade_tabela1)
for key, value in pairs(habilidade) do
if (type(value) == "number") then
if (key ~= "id" and key ~= "spellschool") then
habilidade_tabela1[key] = (habilidade_tabela1[key] or 0) - value
end
end
end
end
atributo_misc.__sub = function(tabela1, tabela2)
if (tabela2.cc_done) then
tabela1.cc_done = tabela1.cc_done - tabela2.cc_done
for target_name, amount in pairs(tabela2.cc_done_targets) do
tabela1.cc_done_targets[target_name] = (tabela1.cc_done_targets[target_name] or 0) - amount
end
for spellid, habilidade in pairs(tabela2.cc_done_spells._ActorTable) do
local habilidade_tabela1 = tabela1.cc_done_spells:PegaHabilidade (spellid, true, nil, false)
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
end
subtractKeyValues(habilidade, habilidade_tabela1)
end
end
if (tabela2.interrupt) then
--total de interrupts
tabela1.interrupt = tabela1.interrupt - tabela2.interrupt
--soma o interrompeu o que
for spellid, amount in pairs(tabela2.interrompeu_oque) do
tabela1.interrompeu_oque[spellid] = (tabela1.interrompeu_oque[spellid] or 0) - amount
end
--soma os containers de alvos
for target_name, amount in pairs(tabela2.interrupt_targets) do
tabela1.interrupt_targets[target_name] = (tabela1.interrupt_targets[target_name] or 0) - amount
end
--soma o container de habilidades
for spellid, habilidade in pairs(tabela2.interrupt_spells._ActorTable) do
local habilidade_tabela1 = tabela1.interrupt_spells:PegaHabilidade (spellid, true, nil, false)
habilidade_tabela1.interrompeu_oque = habilidade_tabela1.interrompeu_oque or {}
for _spellid, amount in pairs(habilidade.interrompeu_oque) do
habilidade_tabela1.interrompeu_oque[_spellid] = (habilidade_tabela1.interrompeu_oque[_spellid] or 0) - amount
end
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
end
subtractKeyValues(habilidade, habilidade_tabela1)
end
end
if (tabela2.buff_uptime) then
tabela1.buff_uptime = tabela1.buff_uptime - tabela2.buff_uptime
for target_name, amount in pairs(tabela2.buff_uptime_targets) do
tabela1.buff_uptime_targets[target_name] = (tabela1.buff_uptime_targets[target_name] or 0) - amount
end
for spellid, habilidade in pairs(tabela2.buff_uptime_spells._ActorTable) do
local habilidade_tabela1 = tabela1.buff_uptime_spells:PegaHabilidade(spellid, true, nil, false)
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
end
subtractKeyValues(habilidade, habilidade_tabela1)
end
if (tabela2.received_buffs_spells) then
for spellId, spellTable in pairs(tabela2.received_buffs_spells._ActorTable) do
local habilidade_tabela1 = tabela1.received_buffs_spells:PegaHabilidade(spellId, true, nil, false)
subtractKeyValues(spellTable, habilidade_tabela1)
end
end
end
if (tabela2.debuff_uptime) then
tabela1.debuff_uptime = tabela1.debuff_uptime - tabela2.debuff_uptime
for target_name, amount in pairs(tabela2.debuff_uptime_targets) do
if (type(amount) == "table") then --boss debuff
local t = tabela1.debuff_uptime_targets[target_name]
if (not t) then
tabela1.debuff_uptime_targets[target_name] = atributo_misc:CreateBuffTargetObject()
t = tabela1.debuff_uptime_targets[target_name]
end
t.uptime = t.uptime - amount.uptime
t.activedamt = t.activedamt - amount.activedamt
t.refreshamt = t.refreshamt - amount.refreshamt
t.appliedamt = t.appliedamt - amount.appliedamt
else
tabela2.debuff_uptime_targets[target_name] = (tabela2.debuff_uptime_targets[target_name] or 0) - amount
end
end
for spellid, habilidade in pairs(tabela2.debuff_uptime_spells._ActorTable) do
local habilidade_tabela1 = tabela1.debuff_uptime_spells:PegaHabilidade (spellid, true, nil, false)
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
end
subtractKeyValues(habilidade, habilidade_tabela1)
end
end
if (tabela2.cooldowns_defensive) then
tabela1.cooldowns_defensive = tabela1.cooldowns_defensive - tabela2.cooldowns_defensive
for target_name, amount in pairs(tabela2.cooldowns_defensive_targets) do
tabela1.cooldowns_defensive_targets[target_name] = (tabela1.cooldowns_defensive_targets[target_name] or 0) - amount
end
for spellid, habilidade in pairs(tabela2.cooldowns_defensive_spells._ActorTable) do
local habilidade_tabela1 = tabela1.cooldowns_defensive_spells:PegaHabilidade (spellid, true, nil, false)
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
end
subtractKeyValues(habilidade, habilidade_tabela1)
end
end
if (tabela2.ress) then
tabela1.ress = tabela1.ress - tabela2.ress
for target_name, amount in pairs(tabela2.ress_targets) do
tabela1.ress_targets[target_name] = (tabela1.ress_targets[target_name] or 0) - amount
end
for spellid, habilidade in pairs(tabela2.ress_spells._ActorTable) do
local habilidade_tabela1 = tabela1.ress_spells:PegaHabilidade (spellid, true, nil, false)
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
end
subtractKeyValues(habilidade, habilidade_tabela1)
end
end
if (tabela2.dispell) then
tabela1.dispell = tabela1.dispell - tabela2.dispell
for target_name, amount in pairs(tabela2.dispell_targets) do
tabela1.dispell_targets[target_name] = (tabela1.dispell_targets[target_name] or 0) - amount
end
for spellid, habilidade in pairs(tabela2.dispell_spells._ActorTable) do
local habilidade_tabela1 = tabela1.dispell_spells:PegaHabilidade (spellid, true, nil, false)
habilidade_tabela1.dispell_oque = habilidade_tabela1.dispell_oque or {}
for _spellid, amount in pairs(habilidade.dispell_oque) do
habilidade_tabela1.dispell_oque[_spellid] = (habilidade_tabela1.dispell_oque[_spellid] or 0) - amount
end
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
end
subtractKeyValues(habilidade, habilidade_tabela1)
end
for spellid, amount in pairs(tabela2.dispell_oque) do
tabela1.dispell_oque[spellid] = (tabela1.dispell_oque[spellid] or 0) - amount
end
end
if (tabela2.cc_break) then
tabela1.cc_break = tabela1.cc_break - tabela2.cc_break
for target_name, amount in pairs(tabela2.cc_break_targets) do
tabela1.cc_break_targets[target_name] = (tabela1.cc_break_targets[target_name] or 0) - amount
end
for spellid, habilidade in pairs(tabela2.cc_break_spells._ActorTable) do
local habilidade_tabela1 = tabela1.cc_break_spells:PegaHabilidade (spellid, true, nil, false)
habilidade_tabela1.cc_break_oque = habilidade_tabela1.cc_break_oque or {}
for _spellid, amount in pairs(habilidade.cc_break_oque) do
habilidade_tabela1.cc_break_oque[_spellid] = (habilidade_tabela1.cc_break_oque[_spellid] or 0) - amount
end
for target_name, amount in pairs(habilidade.targets) do
habilidade_tabela1.targets[target_name] = (habilidade_tabela1.targets[target_name] or 0) - amount
end
subtractKeyValues(habilidade, habilidade_tabela1)
end
for spellid, amount in pairs(tabela2.cc_break_oque) do
tabela1.cc_break_oque[spellid] = (tabela1.cc_break_oque[spellid] or 0) - amount
end
end
return tabela1
end