- Boss segments now need to have at least 30 seconds to be added on the overall data.

- When the segment limit is reach, segments with less combat time will be erased instead of the olders.
- Added item level tracker.
- Details Storage now stores the item level of the character as well and only guild runs.
- Fixed window positioning when changing from Solo mode to Group mode.
This commit is contained in:
Tercio
2015-03-16 00:56:58 -03:00
parent c5957e1dfd
commit 44070b38a5
13 changed files with 412 additions and 237 deletions
+266 -201
View File
@@ -2,6 +2,8 @@ local _detalhes = _G._detalhes
local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
local UnitName = UnitName
local UnitGUID = UnitGUID
local UnitGroupRolesAssigned = UnitGroupRolesAssigned
local select = select
local floor = floor
@@ -293,6 +295,11 @@ function _detalhes:GetPerformanceRaidType()
return nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> background tasks
local background_tasks = {}
local task_timers = {
["LOW"] = 30,
@@ -354,6 +361,10 @@ end
_detalhes.background_tasks_loop = _detalhes:ScheduleRepeatingTimer ("DoBackgroundTasks", 120)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> storage stuff
local store_instances = {
[1205] = true, --Blackrock Foundry
[1228] = true, --Highmaul
@@ -384,181 +395,8 @@ function _detalhes:StoreEncounter (combat)
local diff = combat:GetDifficulty()
--> check for heroic mode
if (diff == 5 or diff == 6 or diff == 15) then --test on raid finder or diff == 7 or diff == 17
local role = UnitGroupRolesAssigned ("player")
if (role ~= "DAMAGER" and role ~= "HEALER") then
return
end
--> check if the storage is already loaded
if (not IsAddOnLoaded ("Details_DataStorage")) then
local loaded, reason = LoadAddOn ("Details_DataStorage")
if (not loaded) then
return
end
end
--> get the storage table
local db = DetailsDataStorage
if (not db and _detalhes.CreateStorageDB) then
db = _detalhes:CreateStorageDB()
if (not db) then
return
end
elseif (not db) then
return
end
local self_database = db.SELF_STORAGE
if (not self_database) then
--> outdate database?
return
end
local heroic_branch = self_database ["HEROIC"]
if (not heroic_branch) then
heroic_branch = {}
self_database ["HEROIC"] = heroic_branch
end
--> heroic database: numeric table with combats
local encounter_database = heroic_branch [encounter_id]
if (not encounter_database) then
heroic_branch [encounter_id] = {}
encounter_database = heroic_branch [encounter_id]
end
--> get player data
local t = {
total = 0,
spells = {},
}
if (role == "DAMAGER") then
local player = combat (1, _detalhes.playername)
if (player) then
t.total = player.total
for spellid, spell in pairs (player.spells._ActorTable) do
t.spells [spellid] = spell.total
end
end
elseif (role == "HEALER") then
local player = combat (2, _detalhes.playername)
if (player) then
t.total = player.total
for spellid, spell in pairs (player.spells._ActorTable) do
t.spells [spellid] = spell.total
end
end
end
if (diff == 14 or diff == 15 or diff == 16) then --test on raid finder ' or diff == 17'
if (t.total > 0) then
local this_combat_data = {
total = t.total,
spells = t.spells,
date = date ("%H:%M %d/%m/%y"),
time = time(),
elapsed = combat:GetCombatTime(),
}
tinsert (encounter_database, this_combat_data)
end
--> check for normal mode
elseif (diff == 3 or diff == 4 or diff == 14) then
local role = UnitGroupRolesAssigned ("player")
if (role ~= "DAMAGER" and role ~= "HEALER") then
return
end
--> check if the storage is already loaded
if (not IsAddOnLoaded ("Details_DataStorage")) then
local loaded, reason = LoadAddOn ("Details_DataStorage")
if (not loaded) then
return
end
end
--> get the storage table
local db = DetailsDataStorage
if (not db and _detalhes.CreateStorageDB) then
db = _detalhes:CreateStorageDB()
if (not db) then
return
end
elseif (not db) then
return
end
local self_database = db.SELF_STORAGE
if (not self_database) then
--> outdate database?
return
end
local normal_branch = self_database ["NORMAL"]
if (not normal_branch) then
normal_branch = {}
self_database ["NORMAL"] = normal_branch
end
--> heroic database: numeric table with combats
local encounter_database = normal_branch [encounter_id]
if (not encounter_database) then
normal_branch [encounter_id] = {}
encounter_database = normal_branch [encounter_id]
end
--> get player data
local t = {
total = 0,
spells = {},
role = role,
}
if (role == "DAMAGER") then
local player = combat (1, _detalhes.playername)
if (player) then
t.total = player.total
for spellid, spell in pairs (player.spells._ActorTable) do
t.spells [spellid] = spell.total
end
end
elseif (role == "HEALER") then
local player = combat (2, _detalhes.playername)
if (player) then
t.total = player.total
for spellid, spell in pairs (player.spells._ActorTable) do
t.spells [spellid] = spell.total
end
end
end
if (t.total > 0) then
local this_combat_data = {
total = t.total,
spells = t.spells,
date = date ("%H:%M %d/%m/%y"),
time = time(),
elapsed = combat:GetCombatTime(),
}
tinsert (encounter_database, this_combat_data)
end
--> check if is a mythic encounter and store the mythic encounter
elseif (difficulty == 16) then
--> check the guild name
local match = 0
local guildName = select (1, GetGuildInfo ("player"))
@@ -578,7 +416,7 @@ function _detalhes:StoreEncounter (combat)
else
return
end
--> check if the storage is already loaded
if (not IsAddOnLoaded ("Details_DataStorage")) then
local loaded, reason = LoadAddOn ("Details_DataStorage")
@@ -586,7 +424,7 @@ function _detalhes:StoreEncounter (combat)
return
end
end
--> get the storage table
local db = DetailsDataStorage
@@ -598,49 +436,276 @@ function _detalhes:StoreEncounter (combat)
elseif (not db) then
return
end
local raid_database = db.RAID_STORAGE
if (not raid_database) then
db.RAID_STORAGE = {}
raid_database = db.RAID_STORAGE
local diff_storage = db [diff]
if (not diff_storage) then
db [diff] = {}
diff_storage = db [diff]
end
--> encounter_database: numeric table with combats
local encounter_database = raid_database [encounter_id]
local encounter_database = diff_storage [encounter_id]
if (not encounter_database) then
raid_database [encounter_id] = {}
encounter_database = raid_database [encounter_id]
diff_storage [encounter_id] = {}
encounter_database = diff_storage [encounter_id]
end
--> get raid members data
local this_combat_data = {
damage = {},
heal = {},
healing = {},
date = date ("%H:%M %d/%m/%y"),
time = time(),
elapsed = combat:GetCombatTime(),
guild = guildName,
}
local damage_container_hash = combat [1]._NameIndexTable
local damage_container_pool = combat [1]._ActorTable
for i = 1, raid_size do
local player_name, player_realm = UnitName ("raid" .. i)
if (player_realm and player_realm ~= "") then
player_name = player_name .. "-" .. player_realm
local healing_container_hash = combat [2]._NameIndexTable
local healing_container_pool = combat [2]._ActorTable
for i = 1, GetNumGroupMembers() do
local role = UnitGroupRolesAssigned ("raid" .. i)
if (role == "DAMAGER") then
local player_name, player_realm = UnitName ("raid" .. i)
if (player_realm and player_realm ~= "") then
player_name = player_name .. "-" .. player_realm
end
local damage_actor = damage_container_pool [damage_container_hash [player_name]]
if (damage_actor) then
local guid = UnitGUID (player_name) or UnitGUID (UnitName ("raid" .. i))
this_combat_data.damage [player_name] = {floor (damage_actor.total), _detalhes.item_level_pool [guid] or 0}
end
elseif (role == "HEALER") then
local player_name, player_realm = UnitName ("raid" .. i)
if (player_realm and player_realm ~= "") then
player_name = player_name .. "-" .. player_realm
end
local heal_actor = healing_container_pool [healing_container_hash [player_name]]
if (heal_actor) then
local guid = UnitGUID (player_name) or UnitGUID (UnitName ("raid" .. i))
this_combat_data.healing [player_name] = {floor (heal_actor.total), _detalhes.item_level_pool [guid] or 0}
end
end
local damage_actor = combat (1, player_name)
if (damage_actor) then
this_combat_data.damage [player_name] = floor (damage_actor.total)
end
local heal_actor = combat (2, player_name)
if (heal_actor) then
this_combat_data.heal [player_name] = floor (heal_actor.total)
end
end
tinsert (encounter_database, this_combat_data)
print ("|cFFFFFF00Details! Storage|r: encounter saved!")
end
end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> inspect stuff
local ilvl_core = _detalhes:CreateEventListener()
ilvl_core:RegisterEvent ("GROUP_ONENTER", "OnEnter")
ilvl_core:RegisterEvent ("GROUP_ONLEAVE", "OnLeave")
ilvl_core:RegisterEvent ("COMBAT_PLAYER_ENTER", "EnterCombat")
ilvl_core:RegisterEvent ("COMBAT_PLAYER_LEAVE", "LeaveCombat")
ilvl_core:RegisterEvent ("ZONE_TYPE_CHANGED", "ZoneChanged")
local inspecting = {}
local inspect_frame = CreateFrame ("frame")
local check_inspect_queue = function()
for spellid, timeout_id in pairs (inspecting) do
return
end
inspect_frame:UnregisterEvent ("INSPECT_READY")
end
local inspect_amout = function()
local i = 0
for spellid, timeout_id in pairs (inspecting) do
i = i + 1
end
return i
end
function _detalhes:IlvlFromNetwork (player, realm, core, ilvl)
local guid = UnitGUID (player .. "-" .. realm)
if (not guid) then
guid = UnitGUID (player)
if (not guid) then
return
end
end
_detalhes.item_level_pool [guid] = {name = player, ilvl = ilvl, time = time()}
end
inspect_frame:SetScript ("OnEvent", function (self, event, ...)
local guid, unitid, arg3 = select (1, ...)
if (inspecting [guid]) then
local unitid, cancel_tread = inspecting [guid] [1], inspecting [guid] [2]
inspecting [guid] = nil
ilvl_core:CancelTimer (cancel_tread)
--> do inspect stuff
if (unitid) then
if (CheckInteractDistance (unitid, 1)) then
local item_amount = 0
local item_level = 0
for equip_id = 1, 17 do
if (equip_id ~= 4) then --shirt slot
local item = GetInventoryItemLink (unitid, equip_id)
if (item) then
local name, link, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture, vendorPrice = GetItemInfo (item)
if (iLevel) then
item_amount = item_amount + 1
item_level = item_level + iLevel
end
end
end
end
local average = item_level / item_amount
-- register
if (average > 0) then
_detalhes.item_level_pool [guid] = {name = UnitName (unitid), ilvl = average, time = time()}
end
end
end
--> check queue
check_inspect_queue()
end
end)
function ilvl_core:InspectTimeOut (guid)
inspecting [guid] = nil
check_inspect_queue()
end
function ilvl_core:GetItemLevel (unitid, guid)
--> double check
if (UnitAffectingCombat ("player") or InCombatLockdown()) then
return
end
if (not unitid or not CanInspect (unitid) or not CheckInteractDistance (unitid, 1)) then
return
end
inspect_frame:RegisterEvent ("INSPECT_READY")
inspecting [guid] = {unitid, ilvl_core:ScheduleTimer ("InspectTimeOut", 12, guid)}
NotifyInspect (unitid)
end
function ilvl_core:Reset()
ilvl_core.raid_id = 1
end
function ilvl_core:Loop()
if (inspect_amout() > 1) then
return
end
local members_amt = GetNumGroupMembers()
if (ilvl_core.raid_id > members_amt) then
ilvl_core.raid_id = 1
end
local unitid = "raid" .. ilvl_core.raid_id
local guid = UnitGUID (unitid)
if (not guid) then
ilvl_core.raid_id = ilvl_core.raid_id + 1
return
end
if (inspecting [guid]) then
return
end
local ilvl_table = _detalhes.ilevel:GetIlvl (guid)
if (ilvl_table and ilvl_table.time + 3600 > time()) then
ilvl_core.raid_id = ilvl_core.raid_id + 1
return
end
ilvl_core:GetItemLevel (unitid, guid)
ilvl_core.raid_id = ilvl_core.raid_id + 1
end
function ilvl_core:EnterCombat()
if (ilvl_core.loop_process) then
ilvl_core:CancelTimer (ilvl_core.loop_process)
ilvl_core.loop_process = nil
end
end
local can_start_loop = function()
if (_detalhes:GetZoneType() ~= "raid" or ilvl_core.loop_process or _detalhes.in_combat) then
return false
end
return true
end
function ilvl_core:LeaveCombat()
if (can_start_loop()) then
ilvl_core:Reset()
ilvl_core.loop_process = ilvl_core:ScheduleRepeatingTimer ("Loop", 2)
end
end
function ilvl_core:ZoneChanged (zone_type)
if (can_start_loop()) then
ilvl_core:Reset()
ilvl_core.loop_process = ilvl_core:ScheduleRepeatingTimer ("Loop", 2)
end
end
function ilvl_core:OnEnter()
if (IsInRaid()) then
_detalhes:SentMyItemLevel()
end
if (can_start_loop()) then
ilvl_core:Reset()
ilvl_core.loop_process = ilvl_core:ScheduleRepeatingTimer ("Loop", 2)
end
end
function ilvl_core:OnLeave()
if (ilvl_core.loop_process) then
ilvl_core:CancelTimer (ilvl_core.loop_process)
ilvl_core.loop_process = nil
end
end
--> ilvl API
_detalhes.ilevel = {}
function _detalhes.ilevel:GetPool()
return _detalhes.item_level_pool
end
function _detalhes.ilevel:GetIlvl (guid)
return _detalhes.item_level_pool [guid]
end
function _detalhes.ilevel:GetInOrder()
local order = {}
for guid, t in pairs (_detalhes.item_level_pool) do
order [#order+1] = {t.name, t.ilvl, t.time}
end
table.sort (order, _detalhes.Sort2)
return order
end