'n_curado' 'n_dmg' 'c_curado' and 'c_dmg' renamed to 'n_total' and 'c_total'

This commit is contained in:
Tercio Jose
2023-04-10 14:34:16 -03:00
parent 50d848e1d1
commit 4ab2f1241d
12 changed files with 382 additions and 151 deletions
+4 -4
View File
@@ -382,11 +382,11 @@ spell.successful_casted = how many times this spell has been casted successfully
spell.n_min = minimal damage made on a normal hit.
spell.n_max = max damage made on a normal hit.
spell.n_amt = amount of normal hits.
spell.n_dmg = total amount made doing only normal hits.
spell.n_total = total amount made doing only normal hits.
spell.c_min = minimal damage made on a critical hit.
spell.c_max = max damage made on a critical hit.
spell.c_amt = how many times this spell got a critical hit.
spell.c_dmg = total amount made doing only normal hits.
spell.c_total = total amount made doing only normal hits.
spell.g_amt = how many glancing blows this spell has.
spell.g_dmg = total damage made by glancing blows.
spell.r_amt = total of times this spell got resisted by the target.
@@ -438,11 +438,11 @@ spell.overheal = amount of overheal made by this spell.
spell.n_min = minimal heal made on a normal hit.
spell.n_max = max heal made on a normal hit.
spell.n_amt = amount of normal hits.
spell.n_curado = total amount made doing only normal hits (weird name I know).
spell.n_total = total amount made doing only normal hits (weird name I know).
spell.c_min = minimal heal made on a critical hit.
spell.c_max = max heal made on a critical hit.
spell.c_amt = how many times this spell got a critical hit.
spell.c_curado = total amount made doing only normal hits.
spell.c_total = total amount made doing only normal hits.
spell.targets = hash table containing {["targetname"] = total healing done by this spell on this target}
spell.targets_overheal = hash table containing {["targetname"] = total overhealing by this spell on this target}
+4 -4
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@@ -385,11 +385,11 @@ spell.successful_casted = how many times this spell has been casted successfully
spell.n_min = minimal damage made on a normal hit.
spell.n_max = max damage made on a normal hit.
spell.n_amt = amount of normal hits.
spell.n_dmg = total amount made doing only normal hits.
spell.n_total = total amount made doing only normal hits.
spell.c_min = minimal damage made on a critical hit.
spell.c_max = max damage made on a critical hit.
spell.c_amt = how many times this spell got a critical hit.
spell.c_dmg = total amount made doing only normal hits.
spell.c_total = total amount made doing only normal hits.
spell.g_amt = how many glancing blows this spell has.
spell.g_dmg = total damage made by glancing blows.
spell.r_amt = total of times this spell got resisted by the target.
@@ -442,11 +442,11 @@ spell.overheal = amount of overheal made by this spell.
spell.n_min = minimal heal made on a normal hit.
spell.n_max = max heal made on a normal hit.
spell.n_amt = amount of normal hits.
spell.n_curado = total amount made doing only normal hits (weird name I know).
spell.n_total = total amount made doing only normal hits (weird name I know).
spell.c_min = minimal heal made on a critical hit.
spell.c_max = max heal made on a critical hit.
spell.c_amt = how many times this spell got a critical hit.
spell.c_curado = total amount made doing only normal hits.
spell.c_total = total amount made doing only normal hits.
spell.targets = hash table containing {["targetname"] = total healing done by this spell on this target}
spell.targets_overheal = hash table containing {["targetname"] = total overhealing by this spell on this target}
+17 -10
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@@ -314,15 +314,17 @@
---@field total number
---@field spellschool number
---@field counter number amount of hits
---@field c_amt number critical hits
---@field c_min number
---@field c_max number
---@field c_dmg number
---@field n_amt number normal hits
---@field n_dmg number total damage made by normal hits
---@field n_min number min damage made by normal hits
---@field n_max number max damage made by normal hits
---@field c_amt number critical hits by a damage or heal spell
---@field c_min number min damage or healing done by critical hits of the spell
---@field c_max number min damage or healing done by critical hits of the spell
---@field c_total number total damage or heal made by critical hits of the spell
---@field n_amt number normal hits by a damage or heal spell
---@field n_min number min damage or healing done by normal hits of the spell
---@field n_max number min damage or healing done by normal hits of the spell
---@field n_total number total damage or heal made by normal hits of the spell
---@field targets table<string, number> store the [target name] = total value
---@field targets_overheal table<string, number>
---@field targets_absorbs table<string, number>
---@field id number --spellid
---@field successful_casted number successful casted times (only for enemies)
---@field g_amt number glacing hits
@@ -333,6 +335,11 @@
---@field b_dmg number
---@field a_amt number --absorved
---@field a_dmg number
---@field totalabsorb number healing absorbed
---@field absorbed number damage absorbed by shield | healing absorbed by buff or debuff
---@field overheal number
---@field totaldenied number
---@class actor : table
---@field GetSpellContainer fun(actor: actor, containerType: string)
@@ -449,9 +456,9 @@
---@field c_amt number critical hits
---@field c_min number
---@field c_max number
---@field c_dmg number
---@field c_total number
---@field n_amt number normal hits
---@field n_dmg number total damage made by normal hits
---@field n_total number total damage made by normal hits
---@field n_min number min damage made by normal hits
---@field n_max number max damage made by normal hits
---@field successful_casted number successful casted times (only for enemies)
+1 -1
View File
@@ -15,7 +15,7 @@
_detalhes.dont_open_news = true
_detalhes.game_version = version
_detalhes.userversion = version .. " " .. _detalhes.build_counter
_detalhes.realversion = 148 --core version, this is used to check API version for scripts and plugins (see alias below)
_detalhes.realversion = 149 --core version, this is used to check API version for scripts and plugins (see alias below)
_detalhes.APIVersion = _detalhes.realversion --core version
_detalhes.version = _detalhes.userversion .. " (core " .. _detalhes.realversion .. ")" --simple stirng to show to players
+14 -14
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@@ -1820,7 +1820,7 @@
local role = DetailsFramework.UnitGroupRolesAssigned("player")
if (spell.n_dmg) then
if (spell.n_total) then
local spellschool, schooltext = spell.spellschool, ""
if (spellschool) then
@@ -1885,12 +1885,12 @@
GC:AddLine("Normal Hits: ", spell.n_amt .. " (" ..floor( spell.n_amt/total_hits*100) .. "%)")
GC:AddStatusBar (100, 1, R, G, B, A)
local n_average = spell.n_dmg / spell.n_amt
local T = (combat_time*spell.n_dmg)/spell.total
local n_average = spell.n_total / spell.n_amt
local T = (combat_time*spell.n_total)/spell.total
local P = average/n_average*100
T = P*T/100
GC:AddLine("Average / E-Dps: ", _detalhes:ToK (n_average) .. " / " .. format("%.1f",spell.n_dmg / T ))
GC:AddLine("Average / E-Dps: ", _detalhes:ToK (n_average) .. " / " .. format("%.1f",spell.n_total / T ))
GC:AddStatusBar (100, 1, R, G, B, A)
--GC:AddLine(" ")
@@ -1899,11 +1899,11 @@
GC:AddStatusBar (100, 1, R, G, B, A)
if (spell.c_amt > 0) then
local c_average = spell.c_dmg/spell.c_amt
local T = (combat_time*spell.c_dmg)/spell.total
local c_average = spell.c_total/spell.c_amt
local T = (combat_time*spell.c_total)/spell.total
local P = average/c_average*100
T = P*T/100
local crit_dps = spell.c_dmg / T
local crit_dps = spell.c_total / T
GC:AddLine("Average / E-Dps: ", _detalhes:ToK (c_average) .. " / " .. _detalhes:comma_value (crit_dps))
else
@@ -1913,7 +1913,7 @@
GC:AddStatusBar (100, 1, R, G, B, A)
elseif (spell.n_curado) then
elseif (spell.n_total) then
local spellschool, schooltext = spell.spellschool, ""
if (spellschool) then
@@ -1945,12 +1945,12 @@
GC:AddLine("Normal Hits: ", spell.n_amt .. " (" ..floor( spell.n_amt/total_hits*100) .. "%)")
GC:AddStatusBar (100, 1, R, G, B, A)
local n_average = spell.n_curado / spell.n_amt
local T = (combat_time*spell.n_curado)/spell.total
local n_average = spell.n_total / spell.n_amt
local T = (combat_time*spell.n_total)/spell.total
local P = average/n_average*100
T = P*T/100
GC:AddLine("Average / E-Dps: ", _detalhes:ToK (n_average) .. " / " .. format("%.1f",spell.n_curado / T ))
GC:AddLine("Average / E-Dps: ", _detalhes:ToK (n_average) .. " / " .. format("%.1f",spell.n_total / T ))
GC:AddStatusBar (100, 1, R, G, B, A)
--GC:AddLine(" ")
@@ -1959,11 +1959,11 @@
GC:AddStatusBar (100, 1, R, G, B, A)
if (spell.c_amt > 0) then
local c_average = spell.c_curado/spell.c_amt
local T = (combat_time*spell.c_curado)/spell.total
local c_average = spell.c_total/spell.c_amt
local T = (combat_time*spell.c_total)/spell.total
local P = average/c_average*100
T = P*T/100
local crit_dps = spell.c_curado / T
local crit_dps = spell.c_total / T
GC:AddLine("Average / E-Hps: ", _detalhes:ToK (c_average) .. " / " .. _detalhes:comma_value (crit_dps))
else
+7 -7
View File
@@ -4520,7 +4520,7 @@ function atributo_damage:MontaInfoDamageDone() --I guess this fills the list of
---@type number
local totalDamageWithoutPet = actorObject.total_without_pet
---@type number
local actorTotalDamage = actorObject.total
local actorTotal = actorObject.total
---@type table
local actorSpellsSorted = {}
---@type table<number, spelltable>
@@ -4537,7 +4537,7 @@ function atributo_damage:MontaInfoDamageDone() --I guess this fills the list of
end
--actor spells
---@type {[string]: number}
---@type table<string, number>
local alreadyAdded = {}
for spellId, spellTable in pairs(actorSpells) do
---@cast spellId number
@@ -4632,7 +4632,7 @@ function atributo_damage:MontaInfoDamageDone() --I guess this fills the list of
return t1.total > t2.total
end)
actorSpellsSorted.totalValue = actorTotalDamage
actorSpellsSorted.totalValue = actorTotal
actorSpellsSorted.combatTime = actorCombatTime
--actorSpellsSorted has the spell infomation, need to pass to the summary tab
@@ -5283,7 +5283,7 @@ function atributo_damage:MontaDetalhesDamageDone (spellId, spellLine, instance)
--NORMAL
local normal_hits = spellTable.n_amt
if (normal_hits > 0) then
local normal_dmg = spellTable.n_dmg
local normal_dmg = spellTable.n_total
local media_normal = normal_dmg/normal_hits
local T = (meu_tempo*normal_dmg)/ max(spellTable.total, 0.001)
local P = media/media_normal*100
@@ -5306,11 +5306,11 @@ function atributo_damage:MontaDetalhesDamageDone (spellId, spellLine, instance)
--CRITICO
if (spellTable.c_amt > 0) then
local media_critico = spellTable.c_dmg/spellTable.c_amt
local T = (meu_tempo*spellTable.c_dmg)/spellTable.total
local media_critico = spellTable.c_total/spellTable.c_amt
local T = (meu_tempo*spellTable.c_total)/spellTable.total
local P = media/max(media_critico, 0.0001)*100
T = P*T/100
local crit_dps = spellTable.c_dmg/T
local crit_dps = spellTable.c_total/T
if (not crit_dps) then
crit_dps = 0
end
+135 -10
View File
@@ -122,11 +122,6 @@ end
--tooltip function
local function RefreshNpcHealingTakenBar(tabela, barra, instancia)
atributo_damage:UpdateNpcHealingTaken(tabela, tabela.minha_barra, barra.colocacao, instancia)
end
local on_switch_NHT_show = function(instance) --npc healing taken
instance:TrocaTabela(instance, true, 1, 8)
return true
@@ -1868,8 +1863,138 @@ function atributo_heal:MontaInfoOverHealing()
end
function atributo_heal:MontaInfoHealingDone()
---@type actor
local actorObject = self
---@type instance
local instance = info.instancia
---@type combat
local combatObject = instance:GetCombat()
---@type string
local playerName = actorObject:Name()
--pegar as habilidade de dar sort no heal
---@type number
local actorTotal = actorObject.total
---@type table
local actorSpellsSorted = {}
---@type table<number, spelltable>
local actorSpells = actorObject:GetSpellList()
--get time
local actorCombatTime
if (Details.time_type == 1 or not actorObject.grupo) then
actorCombatTime = actorObject:Tempo()
elseif (Details.time_type == 2) then
actorCombatTime = info.instancia.showing:GetCombatTime()
end
--actor spells
---@type table<string, number>
local alreadyAdded = {}
for spellId, spellTable in pairs(actorSpells) do
---@cast spellId number
---@cast spellTable spelltable
spellTable.ChartData = nil
---@type string
local spellName = _GetSpellInfo(spellId)
if (spellName) then
---@type number in which index the spell with the same name was stored
local index = alreadyAdded[spellName]
if (index) then
---@type breakdownspelldata
local bkSpellData = actorSpellsSorted[index]
bkSpellData.spellIds[#bkSpellData.spellIds+1] = spellId
bkSpellData.spellTables[#bkSpellData.spellTables+1] = spellTable
bkSpellData.petNames[#bkSpellData.petNames+1] = ""
bkSpellData.bCanExpand = true
else
---@type breakdownspelldata
local bkSpellData = {
id = spellId,
spellschool = spellTable.spellschool,
bIsExpanded = Details222.BreakdownWindow.IsSpellExpanded(spellId),
bCanExpand = false,
spellIds = {spellId},
spellTables = {spellTable}, --sub spell tables to show if the spell is expanded
petNames = {""},
}
actorSpellsSorted[#actorSpellsSorted+1] = bkSpellData
alreadyAdded[spellName] = #actorSpellsSorted
end
end
end
--pets spells
local actorPets = actorObject:GetPets()
for _, petName in ipairs(actorPets) do
---@type actor
local petActor = combatObject(DETAILS_ATTRIBUTE_HEAL, petName)
if (petActor) then --PET
local spells = petActor:GetSpellList()
for spellId, spellTable in pairs(spells) do
---@cast spellId number
---@cast spellTable spelltable
spellTable.ChartData = nil
--PET
---@type string
local spellName = _GetSpellInfo(spellId)
if (spellName) then
---@type number in which index the spell with the same name was stored
local index = alreadyAdded[spellName]
if (index) then --PET
---@type breakdownspelldata
local bkSpellData = actorSpellsSorted[index]
bkSpellData.spellIds[#bkSpellData.spellIds+1] = spellId
bkSpellData.spellTables[#bkSpellData.spellTables+1] = spellTable
bkSpellData.petNames[#bkSpellData.petNames+1] = petName
bkSpellData.bCanExpand = true
else --PET
---@type breakdownspelldata
local bkSpellData = {
id = spellId,
spellschool = spellTable.spellschool,
expanded = Details222.BreakdownWindow.IsSpellExpanded(spellId),
bCanExpand = false,
spellIds = {spellId},
spellTables = {spellTable},
petNames = {petName},
}
actorSpellsSorted[#actorSpellsSorted+1] = bkSpellData
alreadyAdded[spellName] = #actorSpellsSorted
end
end
end
end
end
for i = 1, #actorSpellsSorted do
---@type breakdownspelldata
local bkSpellData = actorSpellsSorted[i]
Details:SumSpellTables(bkSpellData.spellTables, bkSpellData)
end
--table.sort(actorSpellsSorted, Details.Sort2)
table.sort(actorSpellsSorted, function(t1, t2)
return t1.total > t2.total
end)
actorSpellsSorted.totalValue = actorTotal
actorSpellsSorted.combatTime = actorCombatTime
--actorSpellsSorted has the spell infomation, need to pass to the summary tab
--cleanup
table.wipe(alreadyAdded)
--send to the breakdown window
Details222.BreakdownWindow.SendSpellData(actorSpellsSorted, actorObject, combatObject, instance)
if 1 then return end
local instancia = info.instancia
local total = self.total
@@ -2306,7 +2431,7 @@ function atributo_heal:MontaDetalhesHealingDone (spellid, barra)
--NORMAL
local normal_hits = esta_magia.n_amt
if (normal_hits > 0) then
local normal_curado = esta_magia.n_curado
local normal_curado = esta_magia.n_total
local media_normal = normal_curado/normal_hits
media_normal = max(media_normal, 0.000001)
@@ -2337,11 +2462,11 @@ function atributo_heal:MontaDetalhesHealingDone (spellid, barra)
--CRITICO
if (esta_magia.c_amt > 0) then
local media_critico = esta_magia.c_curado/esta_magia.c_amt
local T = (meu_tempo*esta_magia.c_curado)/esta_magia.total
local media_critico = esta_magia.c_total/esta_magia.c_amt
local T = (meu_tempo*esta_magia.c_total)/esta_magia.total
local P = media/max(media_critico, 0.0001)*100
T = P*T/100
local crit_hps = esta_magia.c_curado/T
local crit_hps = esta_magia.c_total/T
if (not crit_hps) then
crit_hps = 0
end
+4 -4
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@@ -41,13 +41,13 @@
--amount normal hits
n_amt = 0,
--total damage of normal hits
n_dmg = 0,
n_total = 0,
--critical hits
c_min = 0,
c_max = 0,
c_amt = 0,
c_dmg = 0,
c_total = 0,
--glacing hits
g_amt = 0,
@@ -117,7 +117,7 @@
self.g_amt = self.g_amt+1 --amount o total de dano
elseif (critical) then
self.c_dmg = self.c_dmg+amount --amount o total de dano
self.c_total = self.c_total+amount --amount o total de dano
self.c_amt = self.c_amt+1 --amount o total de dano
if (amount > self.c_max) then
self.c_max = amount
@@ -127,7 +127,7 @@
end
else
self.n_dmg = self.n_dmg+amount
self.n_total = self.n_total+amount
self.n_amt = self.n_amt+1
if (amount > self.n_max) then
self.n_max = amount
+37 -49
View File
@@ -1,96 +1,86 @@
-- heal ability file
local _detalhes = _G._detalhes
local Details = _G._detalhes
local _
local addonName, Details222 = ...
local healingAbility = Details.habilidade_cura
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--constants
local alvo_da_habilidade = _detalhes.alvo_da_habilidade
local habilidade_cura = _detalhes.habilidade_cura
local container_combatentes = _detalhes.container_combatentes
local container_heal_target = _detalhes.container_type.CONTAINER_HEALTARGET_CLASS
local container_playernpc = _detalhes.container_type.CONTAINER_PLAYERNPC
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--internals
function habilidade_cura:NovaTabela (id, link)
local _newHealSpell = {
function healingAbility:NovaTabela(id)
---@type spelltable
local spellTable = {
--spellId
id = id,
--total amount of hits
counter = 0,
--totals
total = 0,
--healing done total (healing done by normal hits + healing done by critical hits)
total = 0,
--absorbs total
totalabsorb = 0,
absorbed = 0,
--overheal total
overheal = 0,
--heal denied
totaldenied = 0,
--normal hits
n_min = 0,
n_max = 0,
n_amt = 0,
n_curado = 0,
--critical hits
c_min = 0,
c_max = 0,
c_amt = 0,
c_curado = 0,
--healing done by normal hits
n_amt = 0, --amount of hits
n_min = 0, --min healing done by normal hits (non critical)
n_max = 0, --max healing done by normal hits (non critical)
n_total = 0, --total healing done by normal hits (non critical)
--healing done by critical hits
c_amt = 0, --amount of hits
c_min = 0, --min healing done by critical hits
c_max = 0, --max healing done by critical hits
c_total = 0, --total healing done by critical hits
--targets containers
targets = {},
targets_overheal = {},
targets_absorbs = {}
}
return _newHealSpell
return spellTable
end
function habilidade_cura:Add (serial, nome, flag, amount, extraSpellID, absorbed, critical, overhealing, is_shield)
function healingAbility:Add(serial, nome, flag, amount, extraSpellID, absorbed, critical, overhealing, bIsShield)
amount = amount or 0
self.targets [nome] = (self.targets [nome] or 0) + amount
if (absorbed == "SPELL_HEAL_ABSORBED") then
self.counter = self.counter + 1
self.totaldenied = self.totaldenied + amount
local healerName = critical
--create the denied table spells, on the fly
if (not self.heal_denied) then
self.heal_denied = {}
self.heal_denied_healers = {}
end
self.heal_denied [extraSpellID] = (self.heal_denied [extraSpellID] or 0) + amount
self.heal_denied_healers [healerName] = (self.heal_denied_healers [healerName] or 0) + amount
else
self.total = self.total + amount
self.counter = self.counter + 1
if (absorbed and absorbed > 0) then
self.absorbed = self.absorbed + absorbed
end
if (overhealing and overhealing > 0) then
self.overheal = self.overheal + overhealing
self.targets_overheal [nome] = (self.targets_overheal [nome] or 0) + overhealing
end
if (is_shield) then
if (bIsShield) then
self.totalabsorb = self.totalabsorb + amount
self.targets_absorbs [nome] = (self.targets_absorbs [nome] or 0) + amount
end
if (critical) then
self.c_curado = self.c_curado+amount --amount o total de dano
self.c_total = self.c_total+amount --amount o total de dano
self.c_amt = self.c_amt+1 --amount o total de dano
if (amount > self.c_max) then
self.c_max = amount
@@ -99,7 +89,7 @@
self.c_min = amount
end
else
self.n_curado = self.n_curado+amount
self.n_total = self.n_total+amount
self.n_amt = self.n_amt+1
if (amount > self.n_max) then
self.n_max = amount
@@ -108,8 +98,6 @@
self.n_min = amount
end
end
end
end
+153 -42
View File
@@ -72,7 +72,7 @@ function spellsTab.GetSpellBlockContainer()
return spellsTab.TabFrame.SpellBlockContainer
end
---@type {name: string, width: number, label: string, align: string, enabled: boolean}[]
---@type {name: string, width: number, label: string, align: string, enabled: boolean, attribute: number|nil}[]
local columnInfo = {
{name = "icon", width = 22, label = "", align = "center", enabled = true,},
{name = "target", width = 22, label = "", align = "center", enabled = true},
@@ -80,15 +80,50 @@ local columnInfo = {
{name = "expand", label = "^", width = 16, align = "center", enabled = true},
{name = "name", label = "spell name", width = 246, align = "left", enabled = true},
{name = "amount", label = "total", width = 50, align = "left", enabled = true},
{name = "persecond", label = "ps", width = 50, align = "left", enabled = false},
{name = "persecond", label = "ps", width = 50, align = "left", enabled = true},
{name = "percent", label = "%", width = 50, align = "left", enabled = true},
{name = "casts", label = "casts", width = 40, align = "left", enabled = false},
{name = "critpercent", label = "crit %", width = 40, align = "left", enabled = false},
{name = "hits", label = "hits", width = 40, align = "left", enabled = false},
{name = "castavg", label = "cast avg", width = 50, align = "left", enabled = false},
{name = "uptime", label = "uptime", width = 45, align = "left", enabled = false},
{name = "casts", label = "casts", width = 40, align = "left", enabled = true},
{name = "critpercent", label = "crit %", width = 40, align = "left", enabled = true},
{name = "hits", label = "hits", width = 40, align = "left", enabled = true},
{name = "castavg", label = "cast avg", width = 50, align = "left", enabled = true},
{name = "uptime", label = "uptime", width = 45, align = "left", enabled = true},
{name = "overheal", label = "overheal", width = 45, align = "left", enabled = true, attribute = DETAILS_ATTRIBUTE_HEAL},
{name = "absorbed", label = "absorbed", width = 45, align = "left", enabled = true, attribute = DETAILS_ATTRIBUTE_HEAL},
}
function spellsTab.BuildHeaderTable()
---@type {name: string, width: number, label: string, align: string, enabled: boolean}[]
local headerTable = {}
---@type instance
local instance = spellsTab.GetInstance()
---@type number, number
local mainAttribute, subAttribute = instance:GetDisplay()
for i = 1, #columnInfo do
local columnData = columnInfo[i]
if (columnData.enabled) then
local bCanAdd = true
if (columnData.attribute) then
if (columnData.attribute ~= mainAttribute) then
bCanAdd = false
end
end
if (bCanAdd) then
headerTable[#headerTable+1] = {
text = columnData.label,
width = columnData.width,
name = columnData.name,
--align = column.align,
}
end
end
end
return headerTable
end
--store the current spellbar selected, this is used to lock the spellblock container to the spellbar selected
spellsTab.selectedSpellBar = nil
@@ -149,23 +184,6 @@ function spellsTab.OnShownTab()
spellsTab.GetSpellBlockContainer():ClearBlocks()
end
function spellsTab.BuildHeaderTable()
local headerTable = {}
for i = 1, #columnInfo do
local columnData = columnInfo[i]
if (columnData.enabled) then
headerTable[#headerTable+1] = {
text = columnData.label,
width = columnData.width,
name = columnData.name,
--align = column.align,
}
end
end
return headerTable
end
--called when the tab is getting created
function spellsTab.OnCreateTabCallback(tabButton, tabFrame)
spellBreakdownSettings = Details.breakdown_spell_tab
@@ -307,7 +325,7 @@ function spellsTab.TrocaBackgroundInfo(tabFrame) --> spells tab | to be refactor
end
end
do --hide bars functions
do --hide bars functions - to be refactored
--hide all the bars of the skills in the window info
function spellsTab.HidaAllBarrasInfo()
local allBars = _detalhes.playerDetailWindow.barras1
@@ -477,7 +495,9 @@ local onEnterBreakdownSpellBar = function(spellBar) --parei aqui: precisa por no
GameTooltip:Show()
end
if (mainAttribute == DETAILS_ATTRIBUTE_DAMAGE and subAttribute == DETAILS_SUBATTRIBUTE_DAMAGEDONE) then
if (mainAttribute == DETAILS_ATTRIBUTE_DAMAGE) then --this should run within the damage class
local bShowDamageDone = subAttribute == DETAILS_SUBATTRIBUTE_DAMAGEDONE or subAttribute == DETAILS_SUBATTRIBUTE_DPS
---@type number
local blockIndex = 1
@@ -508,13 +528,6 @@ local onEnterBreakdownSpellBar = function(spellBar) --parei aqui: precisa por no
---@type number
local normalHitsAmt = spellTable.n_amt
--problem: spellTable is in facts bkSpellTable, fuck!
if (not normalHitsAmt) then
print(spellTable.spellTables, spellTable.petNames)
dumpt(spellTable)
return
end
if (normalHitsAmt > 0) then
---@type breakdownspellblock
local normalHitsBlock = spellBlockContainer:GetBlock(blockIndex)
@@ -533,13 +546,13 @@ local onEnterBreakdownSpellBar = function(spellBar) --parei aqui: precisa por no
blockLine2.leftText:SetText(Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.n_min))
blockLine2.rightText:SetText(Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.n_max))
local normalAverage = spellTable.n_dmg / math.max(normalHitsAmt, 0.0001)
local normalAverage = spellTable.n_total / math.max(normalHitsAmt, 0.0001)
blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:CommaValue(normalAverage))
local tempo = (elapsedTime * spellTable.n_dmg) / math.max(spellTable.total, 0.001)
local tempo = (elapsedTime * spellTable.n_total) / math.max(spellTable.total, 0.001)
local normalAveragePercent = spellBar.average / normalAverage * 100
local normalTempoPercent = normalAveragePercent * tempo / 100
blockLine3.rightText:SetText(Loc ["STRING_DPS"] .. ": " .. Details:CommaValue(spellTable.n_dmg / normalTempoPercent))
blockLine3.rightText:SetText(Loc ["STRING_DPS"] .. ": " .. Details:CommaValue(spellTable.n_total / normalTempoPercent))
end
---@type number
@@ -562,13 +575,100 @@ local onEnterBreakdownSpellBar = function(spellBar) --parei aqui: precisa por no
blockLine2.leftText:SetText(Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.c_min))
blockLine2.rightText:SetText(Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.c_max))
local critAverage = spellTable.c_dmg / math.max(criticalHitsAmt, 0.0001)
local critAverage = spellTable.c_total / math.max(criticalHitsAmt, 0.0001)
blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:CommaValue(critAverage))
local tempo = (elapsedTime * spellTable.c_dmg) / math.max(spellTable.total, 0.001)
local tempo = (elapsedTime * spellTable.c_total) / math.max(spellTable.total, 0.001)
local critAveragePercent = spellBar.average / critAverage * 100
local critTempoPercent = critAveragePercent * tempo / 100
blockLine3.rightText:SetText(Loc ["STRING_DPS"] .. ": " .. Details:CommaValue(spellTable.c_dmg / critTempoPercent))
blockLine3.rightText:SetText(Loc ["STRING_DPS"] .. ": " .. Details:CommaValue(spellTable.c_total / critTempoPercent))
end
elseif (mainAttribute == DETAILS_ATTRIBUTE_HEAL) then --this should run within the heal class
---@type number
local blockIndex = 1
---@type number
local totalHits = spellTable.counter
--damage section showing damage done sub section
--get the first spell block to use as summary
---@type breakdownspellblock
local summaryBlock = spellBlockContainer:GetBlock(blockIndex)
summaryBlock:Show()
blockIndex = blockIndex + 1
do --update the texts in the summary block
local blockLine1, blockLine2, blockLine3 = summaryBlock:GetLines()
blockLine1.leftText:SetText(Loc ["STRING_CAST"] .. ": " .. spellBar.amountCasts) --total amount of casts
blockLine1.rightText:SetText(Loc ["STRING_HITS"]..": " .. totalHits) --hits and uptime
blockLine2.leftText:SetText(Loc ["STRING_DAMAGE"]..": " .. Details:Format(spellTable.total)) --total damage
blockLine2.rightText:SetText(Details:GetSpellSchoolFormatedName(spellTable.spellschool)) --spell school
blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:Format(spellBar.average)) --average damage
blockLine3.rightText:SetText(Loc ["STRING_DPS"] .. ": " .. Details:CommaValue(spellBar.perSecond)) --dps
end
--check if there's normal hits and build the block
---@type number
local normalHitsAmt = spellTable.n_amt
if (normalHitsAmt > 0) then
---@type breakdownspellblock
local normalHitsBlock = spellBlockContainer:GetBlock(blockIndex)
normalHitsBlock:Show()
blockIndex = blockIndex + 1
local percent = normalHitsAmt / math.max(totalHits, 0.0001) * 100
normalHitsBlock:SetValue(percent)
normalHitsBlock.sparkTexture:SetPoint("left", normalHitsBlock, "left", percent / 100 * normalHitsBlock:GetWidth() + spellBreakdownSettings.blockspell_spark_offset, 0)
normalHitsBlock:SetStatusBarColor(1, 1, 1, .5)
local blockLine1, blockLine2, blockLine3 = normalHitsBlock:GetLines()
blockLine1.leftText:SetText(Loc ["STRING_NORMAL_HITS"])
blockLine1.rightText:SetText(normalHitsAmt .. " [|cFFC0C0C0" .. string.format("%.1f", normalHitsAmt / math.max(totalHits, 0.0001) * 100) .. "%|r]")
blockLine2.leftText:SetText(Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.n_min))
blockLine2.rightText:SetText(Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.n_max))
local normalAverage = spellTable.n_total / math.max(normalHitsAmt, 0.0001)
blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:CommaValue(normalAverage))
local tempo = (elapsedTime * spellTable.n_total) / math.max(spellTable.total, 0.001)
local normalAveragePercent = spellBar.average / normalAverage * 100
local normalTempoPercent = normalAveragePercent * tempo / 100
blockLine3.rightText:SetText(Loc ["STRING_DPS"] .. ": " .. Details:CommaValue(spellTable.n_total / normalTempoPercent))
end
---@type number
local criticalHitsAmt = spellTable.c_amt
if (criticalHitsAmt > 0) then
---@type breakdownspellblock
local critHitsBlock = spellBlockContainer:GetBlock(blockIndex)
critHitsBlock:Show()
blockIndex = blockIndex + 1
local percent = criticalHitsAmt / math.max(totalHits, 0.0001) * 100
critHitsBlock:SetValue(percent)
critHitsBlock.sparkTexture:SetPoint("left", critHitsBlock, "left", percent / 100 * critHitsBlock:GetWidth() + spellBreakdownSettings.blockspell_spark_offset, 0)
critHitsBlock:SetStatusBarColor(1, 1, 1, .5)
local blockLine1, blockLine2, blockLine3 = critHitsBlock:GetLines()
blockLine1.leftText:SetText(Loc ["STRING_CRITICAL_HITS"])
blockLine1.rightText:SetText(criticalHitsAmt .. " [|cFFC0C0C0" .. string.format("%.1f", criticalHitsAmt / math.max(totalHits, 0.0001) * 100) .. "%|r]")
blockLine2.leftText:SetText(Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.c_min))
blockLine2.rightText:SetText(Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.c_max))
local critAverage = spellTable.c_total / math.max(criticalHitsAmt, 0.0001)
blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:CommaValue(critAverage))
local tempo = (elapsedTime * spellTable.c_total) / math.max(spellTable.total, 0.001)
local critAveragePercent = spellBar.average / critAverage * 100
local critTempoPercent = critAveragePercent * tempo / 100
blockLine3.rightText:SetText(Loc ["STRING_DPS"] .. ": " .. Details:CommaValue(spellTable.c_total / critTempoPercent))
end
end
@@ -1071,12 +1171,12 @@ local updateSpellBar = function(spellBar, index, actorName, combatObject, scroll
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "hits") then --ok
elseif (header.name == "hits") then
text:SetText(spellTable.counter)
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "castavg") then --ok
elseif (header.name == "castavg") then
spellBar.castAverage = value / amtCasts
text:SetText(Details:Format(spellBar.castAverage))
spellBar:AddFrameToHeaderAlignment(text)
@@ -1086,6 +1186,17 @@ local updateSpellBar = function(spellBar, index, actorName, combatObject, scroll
text:SetText(string.format("%.1f", uptime / combatTime * 100) .. "%")
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "overheal") then
text:SetText(Details:Format(spellTable.overheal or 0))
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "absorbed") then
text:SetText(Details:Format(spellTable.absorbed or 0))
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
end
end
@@ -1227,7 +1338,7 @@ function spellsTab.CreateSpellScrollContainer(tabFrame)
header_height = 14,
}
local headerTable = spellsTab.BuildHeaderTable()
local headerTable = {}
scrollFrame.Header = DetailsFramework:CreateHeader(scrollFrame, headerTable, headerOptions)
scrollFrame.Header:SetPoint("topleft", scrollFrame, "topleft", 0, 0)
+4 -4
View File
@@ -964,11 +964,11 @@ function Details.UnitDamageSpellInfo (unitId, spellId, isLiteral, segment)
spellInfo.regularMin = spellObject.n_min
spellInfo.regularMax = spellObject.n_max
spellInfo.regularHits = spellObject.n_amt
spellInfo.regularDamage = spellObject.n_dmg
spellInfo.regularDamage = spellObject.n_total
spellInfo.criticalMin = spellObject.c_min
spellInfo.criticalMax = spellObject.c_max
spellInfo.criticalHits = spellObject.c_amt
spellInfo.criticalDamage = spellObject.c_dmg
spellInfo.criticalDamage = spellObject.c_total
end
return spellInfo
@@ -1695,11 +1695,11 @@ function Details.UnitHealingSpellInfo (unitId, spellId, isLiteral, segment)
spellInfo.regularMin = spellObject.n_min
spellInfo.regularMax = spellObject.n_max
spellInfo.regularHits = spellObject.n_amt
spellInfo.regularHealing = spellObject.n_dmg
spellInfo.regularHealing = spellObject.n_total
spellInfo.criticalMin = spellObject.c_min
spellInfo.criticalMax = spellObject.c_max
spellInfo.criticalHits = spellObject.c_amt
spellInfo.criticalHealing = spellObject.c_dmg
spellInfo.criticalHealing = spellObject.c_total
end
return spellInfo
+2 -2
View File
@@ -132,9 +132,9 @@ local spellTable_FieldsToSum = {
["c_amt"] = true,
["c_min"] = true,
["c_max"] = true,
["c_dmg"] = true,
["c_total"] = true,
["n_amt"] = true,
["n_dmg"] = true,
["n_total"] = true,
["n_min"] = true,
["n_max"] = true,
["successful_casted"] = true,