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411 lines
14 KiB
411 lines
14 KiB
--[[ Declare all Details classes and container indexes ]]
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do
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---@type details
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local Details = _G.Details
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local addonName, Details222 = ...
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local setmetatable = setmetatable
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-------- time machine controla o tempo em combate dos jogadores
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Details.timeMachine = {}
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Details.timeMachine.__index = Details.timeMachine
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setmetatable(Details.timeMachine, Details)
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-------- classe da tabela que armazenar� todos os combates efetuados
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Details.historico = {}
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Details.historico.__index = Details.historico
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setmetatable(Details.historico, Details)
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---------------- classe da tabela onde ser�o armazenados cada combate efetuado
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Details.combate = {}
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Details.combate.__index = Details.combate
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setmetatable(Details.combate, Details.historico)
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------------------------ armazenas classes de jogadores ou outros derivados
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Details.container_combatentes = {}
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Details.container_combatentes.__index = Details.container_combatentes
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setmetatable(Details.container_combatentes, Details.combate)
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-------------------------------- dano das habilidades.
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Details.atributo_damage = {}
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Details.atributo_damage.__index = Details.atributo_damage
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setmetatable(Details.atributo_damage, Details.container_combatentes)
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-------------------------------- cura das habilidades.
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Details.atributo_heal = {}
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Details.atributo_heal.__index = Details.atributo_heal
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setmetatable(Details.atributo_heal, Details.container_combatentes)
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-------------------------------- e_energy ganha
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Details.atributo_energy = {}
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Details.atributo_energy.__index = Details.atributo_energy
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setmetatable(Details.atributo_energy, Details.container_combatentes)
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-------------------------------- outros atributos
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Details.atributo_misc = {}
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Details.atributo_misc.__index = Details.atributo_misc
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setmetatable(Details.atributo_misc, Details.container_combatentes)
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-------------------------------- atributos customizados
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Details.atributo_custom = {}
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Details.atributo_custom.__index = Details.atributo_custom
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setmetatable(Details.atributo_custom, Details.container_combatentes)
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-------------------------------- armazena as classes de habilidades usadas pelo combatente
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Details.container_habilidades = {}
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Details.container_habilidades.__index = Details.container_habilidades
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setmetatable(Details.container_habilidades, Details.combate)
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---------------------------------------- classe das habilidades que d�o cura
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Details.habilidade_cura = {}
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Details.habilidade_cura.__index = Details.habilidade_cura
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setmetatable(Details.habilidade_cura, Details.container_habilidades)
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---------------------------------------- classe das habilidades que d�o danos
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Details.habilidade_dano = {}
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Details.habilidade_dano.__index = Details.habilidade_dano
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setmetatable(Details.habilidade_dano, Details.container_habilidades)
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---------------------------------------- classe das habilidades que d�o e_energy
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Details.habilidade_e_energy = {}
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Details.habilidade_e_energy.__index = Details.habilidade_e_energy
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setmetatable(Details.habilidade_e_energy, Details.container_habilidades)
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---------------------------------------- classe das habilidades variadas
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Details.habilidade_misc = {}
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Details.habilidade_misc.__index = Details.habilidade_misc
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setmetatable(Details.habilidade_misc, Details.container_habilidades)
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---------------------------------------- classe dos alvos das habilidads
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Details.alvo_da_habilidade = {}
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Details.alvo_da_habilidade.__index = Details.alvo_da_habilidade
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setmetatable(Details.alvo_da_habilidade, Details.container_combatentes)
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---return the class object for the given displayId (attributeId)
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---@param displayId attributeid
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---@return table
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function Details:GetDisplayClassByDisplayId(displayId)
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if (displayId == DETAILS_ATTRIBUTE_DAMAGE) then
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return Details.atributo_damage
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elseif (displayId == DETAILS_ATTRIBUTE_HEAL) then
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return Details.atributo_heal
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elseif (displayId == DETAILS_ATTRIBUTE_ENERGY) then
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return Details.atributo_energy
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elseif (displayId == DETAILS_ATTRIBUTE_MISC) then
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return Details.atributo_misc
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elseif (displayId == DETAILS_ATTRIBUTE_CUSTOM) then
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return Details.atributo_custom
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end
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return {}
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end
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--[[ Armazena os diferentes tipos de containers ]] --[[ Container Types ]]
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Details.container_type = {
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CONTAINER_PLAYERNPC = 1,
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CONTAINER_DAMAGE_CLASS = 2,
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CONTAINER_HEAL_CLASS = 3,
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CONTAINER_HEALTARGET_CLASS = 4,
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CONTAINER_FRIENDLYFIRE = 5,
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CONTAINER_DAMAGETARGET_CLASS = 6,
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CONTAINER_ENERGY_CLASS = 7,
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CONTAINER_ENERGYTARGET_CLASS = 8,
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CONTAINER_MISC_CLASS = 9,
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CONTAINER_MISCTARGET_CLASS = 10,
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CONTAINER_ENEMYDEBUFFTARGET_CLASS = 11
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}
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local UnitName = UnitName
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local GetRealmName = GetRealmName
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local initialSpecListOverride = {
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[1455] = 251, --dk
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[1456] = 577, --demon hunter
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[1447] = 102, --druid
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[1465] = 1467, --evoker
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[1448] = 253, --hunter
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[1449] = 63, --mage
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[1450] = 269, --monk
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[1451] = 70, --paladin
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[1452] = 258, --priest
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[1453] = 260, --rogue
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[1444] = 262, --shaman
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[1454] = 266, --warlock
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[1446] = 71, --warrior
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}
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---@param self actor
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---@param specId number
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function Details:SetSpecId(specId)
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self.spec = initialSpecListOverride[specId] or specId
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end
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---@param self details|actor
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---@param actor actor?
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function Details:Name(actor)
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return self.nome or actor and actor.nome
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end
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---Retrieves the name of the actor.
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---If the name is not available in the current object (self), it checks the provided actor object.
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---@param actor (optional) The actor object to retrieve the name from.
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---@return The name of the actor.
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function Details:GetName(actor)
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return self.nome or actor and actor.nome
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end
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---Retrieves the name of the actor without the realm information.
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---If the name is not available in the current object (self), it checks the provided actor object.
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---@param actor (optional) The actor object to retrieve the name from.
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---@return The name of the actor without the realm information.
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function Details:GetNameNoRealm(actor)
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local name = self.nome or actor and actor.nome
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return Details:GetOnlyName(name)
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end
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---Retrieves the display name of the actor.
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---If the display name is not available in the current object (self), it checks the provided actor object.
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---@param actor actor The actor object to retrieve the display name from.
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---@return string displayName display name of the actor.
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function Details:GetDisplayName(actor)
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return self.displayName or actor and actor.displayName
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end
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---Sets the display name of the actor.
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---If the new display name is not provided, it sets the display name of the current object (self) to the provided actor object.
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---@param actor actor The actor object to set the display name for.
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---@param newDisplayName string The new display name to set.
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function Details:SetDisplayName(actor, newDisplayName)
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if (not newDisplayName) then
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local thisActor = self
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---@cast thisActor actor
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local displayName = tostring(actor)
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thisActor.displayName = displayName
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else
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actor.displayName = newDisplayName
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end
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end
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function Details:GetOnlyName(string)
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if (string) then
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return string:gsub(("%-.*"), "")
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end
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return self.nome:gsub(("%-.*"), "")
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end
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function Details:RemoveOwnerName(string)
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if (string) then
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return string:gsub((" <.*"), "")
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end
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return self.nome:gsub((" <.*"), "")
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end
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function Details:GetCLName(id)
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local name, realm = UnitName(id)
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if (name) then
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if (realm and realm ~= "") then
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name = name .. "-" .. realm
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end
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return name
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end
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end
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local _, _, _, toc = GetBuildInfo() --check game version to know which version of GetFullName to use
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---return the class file name of the unit passed
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local getFromCache = Details222.ClassCache.GetClassFromCache
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local Ambiguate = Ambiguate
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local UnitClass = UnitClass
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function Details:GetUnitClass(unitId)
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local class, classFileName = getFromCache(unitId)
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if (not classFileName) then
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unitId = Ambiguate(unitId, "none")
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classFileName = select(2, UnitClass(unitId))
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end
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return classFileName
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end
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function Details:Ambiguate(unitName)
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--if (toc >= 100200) then
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unitName = Ambiguate(unitName, "none")
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--end
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return unitName
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end
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---return the class name, class file name and class id of the unit passed
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function Details:GetUnitClassFull(unitId)
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unitId = Ambiguate(unitId, "none")
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local locClassName, classFileName, classId = UnitClass(unitId)
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return locClassName, classFileName, classId
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end
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local UnitFullName = UnitFullName
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--Details:GetCurrentCombat():GetActor(DETAILS_ATTRIBUTE_DAMAGE, Details:GetFullName("player")):GetSpell(1)
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---create a CLEU compatible name of the unit passed
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---return string is in the format "playerName-realmName"
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---the string will also be ambiguated using the ambiguateString passed
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---@param unitId any
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---@param ambiguateString any
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function Details:GetFullName(unitId, ambiguateString) --not in use, get replace by Details.GetCLName a few lines below
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--UnitFullName is guarantee to return the realm name of the unit queried
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local playerName, realmName = UnitFullName(unitId)
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if (playerName) then
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if (not realmName) then
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realmName = GetRealmName()
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end
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realmName = realmName:gsub("[%s-]", "")
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playerName = playerName .. "-" .. realmName
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if (ambiguateString) then
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playerName = Ambiguate(playerName, ambiguateString)
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end
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return playerName
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end
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end
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function Details:GetUnitNameForAPI(unitId)
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return Details:GetFullName(unitId, "none")
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end
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--if (toc < 100200) then
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Details.GetFullName = Details.GetCLName
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--end
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function Details:Class(actor)
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return self.classe or actor and actor.classe
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end
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function Details:GetActorClass(actor)
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return self.classe or actor and actor.classe
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end
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function Details:GetGUID(actor)
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return self.serial or actor and actor.serial
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end
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function Details:GetFlag(actor)
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return self.flag_original or actor and actor.flag_original
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end
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function Details:GetSpells()
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return self.spells._ActorTable
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end
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function Details:GetActorSpells()
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return self.spells._ActorTable
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end
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function Details:GetSpell(spellid)
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return self.spells._ActorTable [spellid]
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end
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---return an array of pet names
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---@return table
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function Details:GetPets()
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return self.pets
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end
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---return an array of pet names
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---@return table
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function Details:Pets()
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return self.pets
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end
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function Details:GetSpec(actor)
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return self.spec or actor and actor.spec
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end
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function Details:Spec(actor)
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return self.spec or actor and actor.spec
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end
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---add the class color to the string passed
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---@param thisString string
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---@param class string
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---@return string
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function Details:AddColorString(thisString, class)
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--check if the class colors exists
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local classColors = _G["RAID_CLASS_COLORS"]
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if (classColors) then
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local color = classColors[class]
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--check if the player name is valid
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if (type(thisString) == "string" and color) then
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thisString = "|c" .. color.colorStr .. thisString .. "|r"
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return thisString
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end
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end
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--if failed, return the string without modifications
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return thisString
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end
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---add the role icon to the string passed
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---@param thisString string
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---@param role string
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---@param size number|nil default is 14
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---@return string
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function Details:AddRoleIcon(thisString, role, size)
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--check if is a valid role
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local roleIcon = Details.role_texcoord [role]
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if (type(thisString) == "string" and roleIcon and role ~= "NONE") then
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--add the role icon
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size = size or 14
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thisString = "|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. size .. ":" .. size .. ":0:0:256:256:" .. roleIcon .. "|t " .. thisString
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return thisString
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end
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--if failed, return the string without modifications
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return thisString
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end
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---add the spec icon or class icon to the string passed
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---@param thisString string
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---@param class string|nil
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---@param spec number|nil
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---@param iconSize number|nil default is 16
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---@param useAlphaIcons boolean|nil default is false
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---@return string
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function Details:AddClassOrSpecIcon(thisString, class, spec, iconSize, useAlphaIcons)
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iconSize = iconSize or 16
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if (spec) then
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local specString = ""
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local L, R, T, B = unpack(Details.class_specs_coords[spec])
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if (L) then
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if (useAlphaIcons) then
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specString = "|TInterface\\AddOns\\Details\\images\\spec_icons_normal_alpha:" .. iconSize .. ":" .. iconSize .. ":0:0:512:512:" .. (L * 512) .. ":" .. (R * 512) .. ":" .. (T * 512) .. ":" .. (B * 512) .. "|t"
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else
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specString = "|TInterface\\AddOns\\Details\\images\\spec_icons_normal:" .. iconSize .. ":" .. iconSize .. ":0:0:512:512:" .. (L * 512) .. ":" .. (R * 512) .. ":" .. (T * 512) .. ":" .. (B * 512) .. "|t"
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end
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return specString .. " " .. thisString
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end
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end
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if (class) then
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local classString = ""
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local L, R, T, B = unpack(Details.class_coords[class])
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if (L) then
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local imageSize = 128
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if (useAlphaIcons) then
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classString = "|TInterface\\AddOns\\Details\\images\\classes_small_alpha:" .. iconSize .. ":" .. iconSize .. ":0:0:" .. imageSize .. ":" .. imageSize .. ":" .. (L * imageSize) .. ":" .. (R * imageSize) .. ":" .. (T * imageSize) .. ":" .. (B * imageSize) .. "|t"
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else
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classString = "|TInterface\\AddOns\\Details\\images\\classes_small:" .. iconSize .. ":" .. iconSize .. ":0:0:" .. imageSize .. ":" .. imageSize .. ":" .. (L * imageSize) .. ":" .. (R * imageSize) .. ":" .. (T * imageSize) .. ":" .. (B * imageSize) .. "|t"
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end
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return classString .. " " .. thisString
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end
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end
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return thisString
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end
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--inherits to all actors without placing it on _detalhes namespace.
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Details.container_combatentes.guid = Details.GetGUID
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Details.container_combatentes.name = Details.GetName
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Details.container_combatentes.class = Details.GetActorClass
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Details.container_combatentes.flag = Details.GetFlag
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end
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