More development on the Coach packager feature, /details coach
This commit is contained in:
+213
-129
@@ -50,6 +50,8 @@ local TOTAL_INDEXES_FOR_COMBAT_INFORMATION = 6
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local entitySerialCounter = 0
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local isDebugging = true
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function Dexport() --test case
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local combat = Details:GetCurrentCombat()
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local readyToSendData = Details.packFunctions.PackCombatData(combat, 0x1)
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@@ -62,6 +64,15 @@ function Details.packFunctions.GetAllData()
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return packedData
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end
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--debug
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function Details.packFunctions.GetAllDataDebug()
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local combat = Details:GetCurrentCombat()
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local packedData = Details.packFunctions.PackCombatData(combat, 0x13)
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--unpack data
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Details.packFunctions.DeployPackedCombatData(packedData)
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end
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--pack the combat
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function Details.packFunctions.PackCombatData(combatObject, flags)
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@@ -92,6 +103,11 @@ function Details.packFunctions.PackCombatData(combatObject, flags)
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isBossEncouter and isBossEncouter.encounter or "Unknown Enemy" --5
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}
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--if there's no combat information, indexes for combat data is zero
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if (bit.band(flags, 0x10) ~= 0) then
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TOTAL_INDEXES_FOR_COMBAT_INFORMATION = 0
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end
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if (bit.band(flags, 0x1) ~= 0) then
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Details.packFunctions.PackDamage(combatObject)
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end
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@@ -326,11 +342,11 @@ function Details.packFunctions.AddActorInformation(actor)
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local currentIndex = #actorInformation + 1
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--calculate where this actor will be placed on the combatData table
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local indexOnCombatDataTable = TOTAL_INDEXES_FOR_COMBAT_INFORMATION + currentIndex
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local indexOnCombatDataTable = TOTAL_INDEXES_FOR_COMBAT_INFORMATION + currentIndex + 1
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--add the actor start information index
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actorInformationIndexes[actor.nome] = indexOnCombatDataTable
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--index 1: actor name
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actorInformation[currentIndex] = actor.nome or "unnamed" --[1]
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@@ -381,6 +397,10 @@ end
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--each player will also send an enemy, the enemy will be in order of raidIndex of the player
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function Details.packFunctions.PackDamage(combatObject)
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if (isDebugging) then
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print("PackDamage(): START.")
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end
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--store actorObjects to pack
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local actorsToPack = {}
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@@ -388,6 +408,9 @@ function Details.packFunctions.PackDamage(combatObject)
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local playerName = UnitName("player")
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local playerObject = combatObject:GetActor(DETAILS_ATTRIBUTE_DAMAGE, playerName)
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if (not playerObject) then
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if (isDebugging) then
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print("PackDamage(): RETURN | no player object.")
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end
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return
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end
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@@ -404,10 +427,9 @@ function Details.packFunctions.PackDamage(combatObject)
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local playerIndex
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--check if this player has to send information about an enemy npc
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if (IsInRaid()) then
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if (IsInGroup()) then
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for i = 1, GetNumGroupMembers() do
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local unitId = "raid" .. i
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local name, rank, subgroup, level, class, fileName, zone, online, isDead, role, isML = GetRaidRosterInfo(i)
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local name = GetRaidRosterInfo(i) --, rank, subgroup, level, class, fileName, zone, online, isDead, role, isML
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if (name == playerName) then
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playerIndex = i
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break
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@@ -416,6 +438,9 @@ function Details.packFunctions.PackDamage(combatObject)
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end
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if (not playerIndex) then --no player index
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if (isDebugging) then
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print("PackDamage(): RETURN | no player index found.")
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end
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return
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end
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@@ -517,6 +542,10 @@ function Details.packFunctions.PackDamage(combatObject)
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--amount of indexes spells are using
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actorDamageInfo[reservedSpellSizeIndex] = totalSpellIndexes
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end
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if (isDebugging) then
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print("PackDamage(): DONE.")
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end
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end
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--------------------------------------------------------------------------------------------------------------------------------
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@@ -526,6 +555,9 @@ end
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--@combatData: array with strings with combat information
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--@tablePosition: first index of the first damage actor
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function Details.packFunctions.UnPackDamage(currentCombat, combatData, tablePosition)
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if (isDebugging) then
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print("UnPackDamage(): START.")
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end
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--get the damage container
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local damageContainer = currentCombat[DETAILS_ATTRIBUTE_DAMAGE]
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@@ -539,16 +571,23 @@ function Details.packFunctions.UnPackDamage(currentCombat, combatData, tablePosi
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local actorReference = tonumber(combatData[tablePosition]) --[1]
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local actorName, actorFlag, serialNumber, class, spec = Details.packFunctions.RetriveActorInformation(combatData, actorReference)
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if (isDebugging) then
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print("UnPackDamage(): Retrivied Data From " .. actorReference .. ":", actorName, actorFlag, serialNumber, class, spec)
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end
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--check if all damage actors has been processed
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--if there's no actor name it means it reached the end
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if (not actorName) then
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print("damage END index (debug):", i, actorReference, "tablePosition:", tablePosition, "value:", combatData[tablePosition])
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if (isDebugging) then
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print("UnPackDamage(): BREAK damage END index:", i, actorReference, "tablePosition:", tablePosition, "value:", combatData[tablePosition])
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end
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break
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end
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--get or create the actor object
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local actorObject = damageContainer:GetOrCreateActor(serialNumber, actorName, actorFlag, true)
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--set the actor class, spec and group
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actorObject.classe = class
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actorObject.spec = spec
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actorObject.grupo = isActorInGroup(class, actorFlag)
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@@ -586,10 +625,17 @@ function Details.packFunctions.UnPackDamage(currentCombat, combatData, tablePosi
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tablePosition = tablePosition + spellsSize --increase table position
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end
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if (isDebugging) then
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print("UnPackDamage(): DONE.")
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end
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return tablePosition
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end
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function Details.packFunctions.PackHeal(combatObject)
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if (isDebugging) then
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print("PackHeal(): START.")
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end
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--store actorObjects to pack
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local actorsToPack = {}
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@@ -598,6 +644,9 @@ function Details.packFunctions.PackHeal(combatObject)
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local playerName = UnitName("player")
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local playerObject = combatObject:GetActor(DETAILS_ATTRIBUTE_HEAL, playerName)
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if (not playerObject) then
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if (isDebugging) then
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print("PackHeal(): RETURN | no player object.")
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end
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return
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end
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@@ -614,10 +663,9 @@ function Details.packFunctions.PackHeal(combatObject)
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local playerIndex
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--check if this player has to send information about an enemy npc
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if (IsInRaid()) then
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if (IsInGroup()) then
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for i = 1, GetNumGroupMembers() do
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local unitId = "raid" .. i
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local name, rank, subgroup, level, class, fileName, zone, online, isDead, role, isML = GetRaidRosterInfo(i)
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local name = GetRaidRosterInfo(i)
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if (name == playerName) then
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playerIndex = i
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break
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@@ -626,6 +674,9 @@ function Details.packFunctions.PackHeal(combatObject)
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end
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if (not playerIndex) then
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if (isDebugging) then
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print("PackHeal(): RETURN | no player index found.")
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end
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return
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end
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@@ -726,7 +777,10 @@ function Details.packFunctions.PackHeal(combatObject)
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--amount of indexes spells are using
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actorDamageInfo[reservedSpellSizeIndex] = totalSpellIndexes
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end
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if (isDebugging) then
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print("PackHeal(): DONE.")
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end
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end
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@@ -734,17 +788,28 @@ end
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--> unpack
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function Details.packFunctions.UnPackHeal(currentCombat, combatData, tablePosition)
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--get the damage container
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if (isDebugging) then
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print("UnPackHeal(): START.")
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end
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--get the healing container
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local healContainer = currentCombat[DETAILS_ATTRIBUTE_HEAL]
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for i = 1, 199 do
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--this is the same as damage, all comments for the code are there
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local actorInfoIndex = tonumber(combatData[tablePosition]) --[1]
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local actorName, actorFlag, serialNumber, class, spec = Details.packFunctions.RetriveActorInformation(combatData, actorInfoIndex)
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local actorReference = tonumber(combatData[tablePosition]) --[1]
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local actorName, actorFlag, serialNumber, class, spec = Details.packFunctions.RetriveActorInformation(combatData, actorReference)
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if (isDebugging) then
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print("UnPackHeal(): Retrivied Data From " .. actorReference .. ":", actorName, actorFlag, serialNumber, class, spec)
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end
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--if there's no actor name it means it reached the end
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if (not actorName) then
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print("Heal loop has been stopped", "index:", i, "tablePosition:", tablePosition, "value:", combatData[tablePosition])
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if (isDebugging) then
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print("UnPackHeal(): BREAK | Heal loop has been stopped", "index:", i, "tablePosition:", tablePosition, "value:", combatData[tablePosition])
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end
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break
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end
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@@ -788,125 +853,19 @@ function Details.packFunctions.UnPackHeal(currentCombat, combatData, tablePositi
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tablePosition = tablePosition + spellsSize --increase table position
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end
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if (isDebugging) then
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print("UnPackHeal(): DONE.")
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end
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return tablePosition
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end
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--what this function receives?
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--@packedCombatData: packed combat, ready to be unpacked
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function Details.packFunctions.UnPackCombatData(packedCombatData)
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if (true) then
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print("Details is calling the wrong function UnPackCombatData()")
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return
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end
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local LibDeflate = _G.LibStub:GetLibrary("LibDeflate")
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local dataCompressed = LibDeflate:DecodeForWoWAddonChannel(packedCombatData)
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local combatDataString = LibDeflate:DecompressDeflate(dataCompressed)
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--[=
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local function count(text, pattern)
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return select(2, text:gsub(pattern, ""))
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end
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--]=]
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local combatData = {}
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local amountOfIndexes = count(combatDataString, ",") + 1
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print ("amountOfIndexes (debug):", amountOfIndexes)
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while (amountOfIndexes > 0) do
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local splitPart = {strsplit(",", combatDataString, 4000)} --strsplit(): Stack overflow, max allowed: 4000
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if (#splitPart == 4000 and amountOfIndexes > 4000) then
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print ("#combatDataString (debug) must be > 4000:", amountOfIndexes)
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for i = 1, 3999 do
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combatData[#combatData+1] = splitPart[i]
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end
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--get get part that couldn't be read this loop
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combatDataString = splitPart[4000]
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amountOfIndexes = amountOfIndexes - 3999
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print ("#combatDataString (debug) left over:", amountOfIndexes)
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else
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for i = 1, #splitPart do
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combatData[#combatData+1] = splitPart[i]
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end
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amountOfIndexes = amountOfIndexes - #splitPart
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end
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end
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print("total indexes (debug):", #combatData)
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--if true then return end
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local flags = tonumber(combatData[INDEX_EXPORT_FLAG])
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local tablePosition = TOTAL_INDEXES_FOR_COMBAT_INFORMATION + 1 --[[ +1 to jump to damage ]]
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--tablePosition now have the first index of the actorInfoTable
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--stop the combat if already in one
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if (Details.in_combat) then
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Details:EndCombat()
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end
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--start a new combat
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Details:StartCombat()
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--get the current combat
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local currentCombat = Details:GetCurrentCombat()
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--check if this export has include damage info
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if (bit.band(flags, 0x1) ~= 0) then
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--find the index where the damage information start
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for i = tablePosition, #combatData do
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if (combatData[i] == "!D") then
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tablePosition = i + 1;
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break
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end
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end
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--unpack damage
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tablePosition = Details.packFunctions.UnPackDamage(currentCombat, combatData, tablePosition)
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end
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if (bit.band(flags, 0x2) ~= 0) then
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--find the index where the heal information start
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for i = tablePosition, #combatData do
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if (combatData[i] == "!H") then
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tablePosition = i + 1;
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break
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end
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end
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--unpack heal
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Details.packFunctions.UnPackHeal(currentCombat, combatData, tablePosition)
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end
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--all done, end combat
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Details:EndCombat()
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--set the start and end of combat time and date
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currentCombat:SetStartTime(combatData[INDEX_COMBAT_START_TIME])
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currentCombat:SetEndTime(combatData[INDEX_COMBAT_END_TIME])
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currentCombat:SetDate(combatData[INDEX_COMBAT_START_DATE], combatData[INDEX_COMBAT_END_DATE])
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currentCombat.enemy = combatData[INDEX_COMBAT_NAME]
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--debug: delete the segment just created (debug)
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--[[
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local combat2 = _detalhes.tabela_historico.tabelas[2]
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if (combat2) then
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tremove (_detalhes.tabela_historico.tabelas, 1)
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_detalhes.tabela_historico.tabelas[1] = combat2
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_detalhes.tabela_vigente = combat2
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end
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--]]
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end
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--this function does the same as the function above but does not create a new combat, it just add new information
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function Details.packFunctions.DeployUnpackedCombatData(packedCombatData)
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function Details.packFunctions.DeployPackedCombatData(packedCombatData)
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if (isDebugging) then
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print("DeployPackedCombatData(): START.")
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end
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local LibDeflate = _G.LibStub:GetLibrary("LibDeflate")
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local dataCompressed = LibDeflate:DecodeForWoWAddonChannel(packedCombatData)
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@@ -942,6 +901,7 @@ function Details.packFunctions.DeployUnpackedCombatData(packedCombatData)
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if (bit.band(flags, 0x10) ~= 0) then
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tablePosition = 2
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TOTAL_INDEXES_FOR_COMBAT_INFORMATION = 0 --there's no combat info, data starts after the dataFlag on position [1]
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else
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tablePosition = TOTAL_INDEXES_FOR_COMBAT_INFORMATION + 1
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end
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@@ -958,6 +918,11 @@ function Details.packFunctions.DeployUnpackedCombatData(packedCombatData)
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break
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end
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end
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if (isDebugging) then
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print("DeployPackedCombatData(): data has damage info, Damage Index:", tablePosition)
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end
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--unpack damage
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tablePosition = Details.packFunctions.UnPackDamage(currentCombat, combatData, tablePosition)
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end
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@@ -970,6 +935,11 @@ function Details.packFunctions.DeployUnpackedCombatData(packedCombatData)
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break
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end
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end
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if (isDebugging) then
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print("DeployPackedCombatData(): data has healing info, Heal Index:", tablePosition)
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end
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--unpack heal
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Details.packFunctions.UnPackHeal(currentCombat, combatData, tablePosition)
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end
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@@ -1039,3 +1009,117 @@ function Details.packFunctions.UnpackTable(table, index, isPair, valueAsTable, a
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return result
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end
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--what this function receives?
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--@packedCombatData: packed combat, ready to be unpacked
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function Details.packFunctions.UnPackCombatData(packedCombatData)
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if (true) then
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print("Details is calling the wrong function UnPackCombatData()")
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return
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end
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local LibDeflate = _G.LibStub:GetLibrary("LibDeflate")
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local dataCompressed = LibDeflate:DecodeForWoWAddonChannel(packedCombatData)
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local combatDataString = LibDeflate:DecompressDeflate(dataCompressed)
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--[=
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local function count(text, pattern)
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return select(2, text:gsub(pattern, ""))
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end
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--]=]
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local combatData = {}
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local amountOfIndexes = count(combatDataString, ",") + 1
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print ("amountOfIndexes (debug):", amountOfIndexes)
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while (amountOfIndexes > 0) do
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local splitPart = {strsplit(",", combatDataString, 4000)} --strsplit(): Stack overflow, max allowed: 4000
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if (#splitPart == 4000 and amountOfIndexes > 4000) then
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print ("#combatDataString (debug) must be > 4000:", amountOfIndexes)
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for i = 1, 3999 do
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combatData[#combatData+1] = splitPart[i]
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end
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--get get part that couldn't be read this loop
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combatDataString = splitPart[4000]
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amountOfIndexes = amountOfIndexes - 3999
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print ("#combatDataString (debug) left over:", amountOfIndexes)
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else
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for i = 1, #splitPart do
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combatData[#combatData+1] = splitPart[i]
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end
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amountOfIndexes = amountOfIndexes - #splitPart
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end
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end
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print("total indexes (debug):", #combatData)
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--if true then return end
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local flags = tonumber(combatData[INDEX_EXPORT_FLAG])
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local tablePosition = TOTAL_INDEXES_FOR_COMBAT_INFORMATION + 1 --[[ +1 to jump to damage ]] --DEPRECATED FUNC
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--tablePosition now have the first index of the actorInfoTable
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--stop the combat if already in one
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if (Details.in_combat) then
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Details:EndCombat()
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end
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--start a new combat
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Details:StartCombat()
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--get the current combat
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local currentCombat = Details:GetCurrentCombat()
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--check if this export has include damage info
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||||
if (bit.band(flags, 0x1) ~= 0) then
|
||||
--find the index where the damage information start
|
||||
for i = tablePosition, #combatData do
|
||||
if (combatData[i] == "!D") then
|
||||
tablePosition = i + 1;
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
--unpack damage
|
||||
tablePosition = Details.packFunctions.UnPackDamage(currentCombat, combatData, tablePosition)
|
||||
end
|
||||
|
||||
if (bit.band(flags, 0x2) ~= 0) then
|
||||
--find the index where the heal information start
|
||||
for i = tablePosition, #combatData do
|
||||
if (combatData[i] == "!H") then
|
||||
tablePosition = i + 1;
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
--unpack heal
|
||||
Details.packFunctions.UnPackHeal(currentCombat, combatData, tablePosition)
|
||||
end
|
||||
|
||||
--all done, end combat
|
||||
Details:EndCombat()
|
||||
|
||||
--set the start and end of combat time and date
|
||||
currentCombat:SetStartTime(combatData[INDEX_COMBAT_START_TIME])
|
||||
currentCombat:SetEndTime(combatData[INDEX_COMBAT_END_TIME])
|
||||
currentCombat:SetDate(combatData[INDEX_COMBAT_START_DATE], combatData[INDEX_COMBAT_END_DATE])
|
||||
currentCombat.enemy = combatData[INDEX_COMBAT_NAME]
|
||||
|
||||
--debug: delete the segment just created (debug)
|
||||
--[[
|
||||
local combat2 = _detalhes.tabela_historico.tabelas[2]
|
||||
if (combat2) then
|
||||
tremove (_detalhes.tabela_historico.tabelas, 1)
|
||||
_detalhes.tabela_historico.tabelas[1] = combat2
|
||||
_detalhes.tabela_vigente = combat2
|
||||
end
|
||||
--]]
|
||||
end
|
||||
Reference in New Issue
Block a user