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local Details = _G.Details
local detailsFramework = _G.DetailsFramework
local openRaidLib = LibStub:GetLibrary("LibOpenRaid-1.0", true)
local addonName, Details222 = ...
local bitBand = bit.band
local CONST_OBJECT_TYPE_PLAYER = 0x00000400
local CONST_OBJECT_TYPE_NEUTRAL_OR_ENEMY = 0x00000060
local actorSpellContainers = {
"debuff", "buff", "spell", "cooldowns", "crowdcontrol", "dispel"
}
Details222.Mixins.ActorMixin = {
---return a table containing the spellContainers names: 'debuff', 'buff', 'spell', 'cooldowns', 'crowdcontrol'
---@return string[]
GetSpellContainerNames = function()
return actorSpellContainers
end,
---return a spellContainer from an actor
---@param actor actor
---@param containerType string
---@return spellcontainer|nil
GetSpellContainer = function(actor, containerType)
if (containerType == "debuff") then
return actor.debuff_uptime_spells
elseif (containerType == "buff") then
return actor.buff_uptime_spells
elseif (containerType == "spell") then
return actor.spells
elseif (containerType == "cooldowns") then
return actor.cooldowns_defensive_spells
elseif (containerType == "crowdcontrol") then
---@cast actor actorutility
return actor.cc_done_spells
elseif (containerType == "dispel") then
---@cast actor actorutility
return actor.dispell_spells
elseif (containerType == "dispelwhat") then
---@cast actor actorutility
return actor.dispell_oque
elseif (containerType == "interrupt") then
---@cast actor actorutility
return actor.interrupt_spells
elseif (containerType == "interruptwhat") then
---@cast actor actorutility
return actor.interrompeu_oque --is intended to be in portuguese
elseif (containerType == "interrupttargets") then
---@cast actor actorutility
return actor.interrupt_targets
end
end,
---return a spellTable from a spellContainer
---@param actor actor
---@param spellContainerName string
---@param spellId number
---@return spelltable|nil
GetSpellTableFromContainer = function(actor, spellContainerName, spellId)
---@type spellcontainer
local spellContainer = actor[spellContainerName]
if (spellContainer) then
---@type spelltable
local spellTable = spellContainer._ActorTable[spellId]
return spellTable
end
end,
---return a table containing pet names
---@param actor actor
---@return table<number, string>
GetPets = function(actor)
return actor.pets
end,
---return a table containing the targets of the actor
---@param actor actor
---@param key string optional, if not provided, will use the default target table: 'targets'
---@return targettable
GetTargets = function(actor, key)
return actor[key or "targets"]
end,
---return a table containing spellTables
---@param actor actor
---@return table<number, spelltable>
GetSpellList = function(actor)
return actor.spells._ActorTable
end,
---this function sums all the targets of all spellTables conteining on a 'spelltableadv'
---@param actor actor
---@param bkSpellData spelltableadv
---@param targetTableName string
---@return table<string, number>
BuildSpellTargetFromBreakdownSpellData = function(actor, bkSpellData, targetTableName)
targetTableName = targetTableName or "targets"
local spellTables = bkSpellData.spellTables
---@type table<string, number> store the index of the target name in the result table
local cacheIndex = {}
---@type table<string, number> store the result which is returned by this function
local result = {}
for i = 1, #spellTables do
---@type spelltable
local spellTable = spellTables[i]
---@type table<string, number>
local targets = spellTable[targetTableName]
for targetName, value in pairs(targets) do
local index = cacheIndex[targetName]
if (index) then
result[index][2] = result[index][2] + value
else
result[#result+1] = {targetName, value}
cacheIndex[targetName] = #result
end
end
end
table.sort(result, function(t1, t2)
return t1[2] > t2[2]
end)
return result
end,
---this function receives a key for the name of the target table (usually is 'targets') and return a table containing the targets and the damage done in order of bigger to lower value
---@param actor actor
---@param spellTable spelltable
---@param targetKey string
---@return table<string, number>
BuildSpellTargetFromSpellTable = function(actor, spellTable, targetKey)
targetKey = targetKey or "targets"
---@type table<string, number>[] store the result which is returned by this function
local result = {}
---@type table<string, number>
local targets = spellTable[targetKey]
for targetName, value in pairs(targets) do
---@cast targetName string
---@cast value number
result[#result+1] = {targetName, value}
end
table.sort(result, function(t1, t2)
return t1[2] > t2[2]
end)
return result
end,
---return true if the actor is controlled by a player
---@param actorObject actor
---@return boolean
IsPlayer = function(actorObject)
if (actorObject.flag_original) then
if (bitBand(actorObject.flag_original, CONST_OBJECT_TYPE_PLAYER) ~= 0) then
return true
end
end
return false
end,
---return true if the actor is a pet or guardian
---@param actorObject actor
---@return boolean
IsPetOrGuardian = function(actorObject)
return actorObject.owner and true or false
end,
---return true if the actor is or was in the player group
---@param actorObject table
---@return boolean
IsGroupPlayer = function(actorObject)
return actorObject.grupo and true or false
end,
---return true if the actor is an enemy of neutral npc
---@param actorObject actor
---@return boolean
IsNeutralOrEnemy = function(actorObject)
if (actorObject.flag_original) then
if (bitBand(actorObject.flag_original, CONST_OBJECT_TYPE_NEUTRAL_OR_ENEMY) ~= 0) then
local npcId = Details:GetNpcIdFromGuid(actorObject.serial)
if (Details.IgnoredEnemyNpcsTable[npcId]) then
return false
end
return true
end
end
return false
end,
}