- fixed issue when reporting a custom heal attribute.

- fixed problem with dps with isn't showing after a new combat start.
- fixed icon problem on actor details panel.
- fixed a rare issue when switching between healing and damage throws a lua error.
- fixed custom list which wasn't showing the correct custom selected.
- added single click report for damage prevented.
- added a alert when data share is running.
- added single click report for cooldowns.
- cooldowns tooltip now show 15 cooldowns up from 3.
- added API: _detalhes:GetEncounterEqualize (mapid, bossindex)
- added API CoolTip options: "MinWidth".
This commit is contained in:
Tercio
2013-10-08 18:12:25 -03:00
parent 3c1e8b784d
commit 7c93260db7
18 changed files with 370 additions and 49 deletions
+95 -22
View File
@@ -1,4 +1,4 @@
--why do a cleanup on classes today if i can do tomorrow?
--lua locals
local _cstr = string.format
@@ -139,7 +139,7 @@ end
--[[exported]] function _detalhes.SortKeySimple (table1, table2)
return table1 [keyName] > table2 [keyName]
end
--[[exported]] function _detalhes:ContainerSort (container, amount, keyName2)
keyName = keyName2
_table_sort (container, _detalhes.SortKeySimple)
@@ -166,6 +166,24 @@ end
return false
end
function atributo_damage:ContainerRefreshDps (container, combat_time)
if (_detalhes.time_type == 2 or not _detalhes:CaptureGet ("damage")) then
for _, actor in _ipairs (container) do
if (actor.grupo) then
actor.last_dps = actor.total / combat_time
else
actor.last_dps = actor.total / actor:Tempo()
end
end
else
for _, actor in _ipairs (container) do
actor.last_dps = actor.total / actor:Tempo()
end
end
end
function _detalhes:ToolTipFrags (instancia, frag, esta_barra)
--vardump (frag)
@@ -236,7 +254,16 @@ function _detalhes:ToolTipFrags (instancia, frag, esta_barra)
GameCooltip:AddIcon ([[Interface\TUTORIALFRAME\UI-TUTORIAL-FRAME]], 1, 1, 12, 16, 0.015625, 0.13671875, 0.4375, 0.59765625)
GameCooltip:ShowCooltip()
else
GameCooltip:AddLine (Loc ["STRING_NO_DATA"], nil, 1, "white")
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, _unpack (_detalhes.class_coords ["UNKNOW"]))
GameCooltip:ShowCooltip()
end
else
GameCooltip:AddLine (Loc ["STRING_NO_DATA"], nil, 1, "white")
GameCooltip:AddIcon ("Interface\\AddOns\\Details\\images\\classes_small", nil, nil, 14, 14, _unpack (_detalhes.class_coords ["UNKNOW"]))
GameCooltip:ShowCooltip()
end
end
@@ -327,6 +354,8 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
local using_cache = false
local combat_time = instancia.showing:GetCombatTime()
local sub_atributo = instancia.sub_atributo --> o que esta sendo mostrado nesta instância
local conteudo = showing._ActorTable --> pega a lista de jogadores -- get actors table from container
local amount = #conteudo
@@ -441,6 +470,11 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
elseif (modo == modo_ALL) then --> mostrando ALL
--> faz o sort da categoria e retorna o amount corrigido
--print (keyName)
if (sub_atributo == 2) then
atributo_damage:ContainerRefreshDps (conteudo, combat_time)
end
amount = _detalhes:ContainerSort (conteudo, amount, keyName)
--> pega o total ja aplicado na tabela do combate
@@ -458,7 +492,12 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
end
if (using_cache) then
conteudo = _detalhes.cache_damage_group
if (sub_atributo == 2) then
atributo_damage:ContainerRefreshDps (conteudo, combat_time)
end
if (#conteudo < 1) then
return _detalhes:EsconderBarrasNaoUsadas (instancia, showing)
@@ -477,6 +516,9 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
total = total + conteudo[i][keyName]
end
else
if (sub_atributo == 2) then
atributo_damage:ContainerRefreshDps (conteudo, combat_time)
end
_table_sort (conteudo, _detalhes.SortKeyGroup)
end
--
@@ -568,7 +610,6 @@ function atributo_damage:RefreshWindow (instancia, tabela_do_combate, forcar, ex
end
else
local combat_time = instancia.showing:GetCombatTime()
for i = instancia.barraS[1], instancia.barraS[2], 1 do --> vai atualizar só o range que esta sendo mostrado
conteudo[i]:AtualizaBarra (instancia, barras_container, qual_barra, i, total, sub_atributo, forcar, keyName, combat_time) --> instância, index, total, valor da 1º barra
qual_barra = qual_barra+1
@@ -623,11 +664,13 @@ function atributo_damage:Custom (_customName, _combat, sub_atributo, spell, alvo
for _, TargetActor in _ipairs (SkillTargets) do
--print (TargetActor.nome)
local TargetActorSelf = _combat (class_type, TargetActor.nome)
--print (TargetActor.total)
TargetActorSelf.custom = TargetActor.total + TargetActorSelf.custom
--print (TargetActorSelf.custom)
_combat.totals [_customName] = _combat.totals [_customName] + TargetActor.total
--print (self.nome .. " " ..TargetActor.total)
if (TargetActorSelf) then
--print (TargetActor.total)
TargetActorSelf.custom = TargetActor.total + TargetActorSelf.custom
--print (TargetActorSelf.custom)
_combat.totals [_customName] = _combat.totals [_customName] + TargetActor.total
--print (self.nome .. " " ..TargetActor.total)
end
end
end
--end
@@ -878,12 +921,8 @@ end
--------------------------------------------- // TOOLTIPS // ---------------------------------------------
--[[Exported]] function _detalhes:TooltipForCustom (barra)
_detalhes.popup:Close()
GameTooltip:ClearLines()
GameTooltip:AddLine (barra.colocacao..". "..self.nome)
GameTooltip:AddLine ("-> Left click for report", 1, 1, 1, 1) --> localize-me
--GameCooltip:AddLine (barra.colocacao..". "..self.nome)
GameCooltip:AddLine (Loc ["STRING_LEFT_CLICK_SHARE"])
return true
end
@@ -1456,12 +1495,33 @@ function atributo_damage:MontaInfoDamageTaken()
return true
end
_table_sort (meus_agressores, function (a, b) return a[2] > b[2] end)
--_table_sort (meus_agressores, function (a, b) return a[2] > b[2] end)
_table_sort (meus_agressores, _detalhes.Sort2)
gump:JI_AtualizaContainerBarras (amt)
local max_ = meus_agressores [1] and meus_agressores [1][2] or 0
local barra
for index, tabela in _ipairs (meus_agressores) do
barra = barras [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
end
self:FocusLock (barra, tabela[1])
--hes:UpdadeInfoBar (row, index, spellid, name, value, max, percent, icon, detalhes)
local texCoords = CLASS_ICON_TCOORDS [tabela[4]]
if (not texCoords) then
texCoords = _detalhes.class_coords ["UNKNOW"]
end
self:UpdadeInfoBar (barra, index, tabela[1], tabela[1], tabela[2], max_, tabela[3], "Interface\\AddOns\\Details\\images\\classes_small", true, texCoords)
end
--[[
for index, tabela in _ipairs (meus_agressores) do
local barra = barras [index]
@@ -1469,7 +1529,6 @@ function atributo_damage:MontaInfoDamageTaken()
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
barra.textura:SetStatusBarColor (1, 1, 1, 1)
barra.on_focus = false
end
@@ -1516,7 +1575,7 @@ function atributo_damage:MontaInfoDamageTaken()
end
end
--]]
end
--[[
@@ -1538,7 +1597,7 @@ end
_table_sort (ActorTargetsSortTable, _detalhes.Sort2)
--]]
--[[exported]] function _detalhes:UpdadeInfoBar (row, index, spellid, name, value, max, percent, icon, detalhes)
--[[exported]] function _detalhes:UpdadeInfoBar (row, index, spellid, name, value, max, percent, icon, detalhes, texCoords)
--> seta o tamanho da barra
if (index == 1) then
row.textura:SetValue (100)
@@ -1558,10 +1617,19 @@ end
--> seta o icone
if (icon) then
row.icone:SetTexture (icon)
if (icon == "Interface\\AddOns\\Details\\images\\classes_small") then
row.icone:SetTexCoord (0.25, 0.49609375, 0.75, 1)
else
row.icone:SetTexCoord (0, 1, 0, 1)
end
else
row.icone:SetTexture ("")
end
if (texCoords) then
row.icone:SetTexCoord (unpack (texCoords))
end
row.minha_tabela = self
row.show = spellid
row:Show() --> mostra a barra
@@ -1606,13 +1674,13 @@ function atributo_damage:MontaInfoDamageDone()
local nome, _, icone = _GetSpellInfo (_spellid)
_table_insert (ActorSkillsSortTable, {_spellid, _skill.total, _skill.total/ActorTotalDamage*100, nome, icone})
end
--> add pets
local ActorPets = self.pets
for _, PetName in _ipairs (ActorPets) do
local PetActor = instancia.showing (class_type, PetName)
if (PetActor) then
_table_insert (ActorSkillsSortTable, {PetName, PetActor.total, PetActor.total/ActorTotalDamage*100, PetName:gsub ((" <.*"), ""), "Interface\\ICONS\\Ability_Hunter_Pet_Wolf"})
_table_insert (ActorSkillsSortTable, {PetName, PetActor.total, PetActor.total/ActorTotalDamage*100, PetName:gsub ((" <.*"), ""), "Interface\\AddOns\\Details\\images\\classes_small"})
end
end
@@ -1858,11 +1926,15 @@ function atributo_damage:MontaDetalhesDamageDone (spellid, barra)
if (not _barra.pet) then
_barra.bg.PetIcon = _barra.bg:CreateTexture (nil, "overlay")
_barra.bg.PetIcon:SetTexture ("Interface\\ICONS\\Ability_Druid_SkinTeeth")
--_barra.bg.PetIcon:SetTexture ("Interface\\ICONS\\Ability_Druid_SkinTeeth")
_barra.bg.PetIcon:SetTexture ("Interface\\AddOns\\Details\\images\\classes")
_barra.bg.PetIcon:SetTexCoord (0.25, 0.49609375, 0.75, 1)
_barra.bg.PetIcon:SetPoint ("left", _barra.bg, "left", 2, 2)
_barra.bg.PetIcon:SetWidth (40)
_barra.bg.PetIcon:SetHeight (40)
gump:NewLabel (_barra.bg, _barra.bg, nil, "PetText", "The Actor is a Pet", "GameFontHighlightLeft")
gump:NewLabel (_barra.bg, _barra.bg, nil, "PetText", Loc ["STRING_ISA_PET"], "GameFontHighlightLeft")
_barra.bg.PetText:SetPoint ("topleft", _barra.bg.PetIcon, "topright", 10, -2)
gump:NewLabel (_barra.bg, _barra.bg, nil, "PetDps", "", "GameFontHighlightSmall")
_barra.bg.PetDps:SetPoint ("left", _barra.bg.PetIcon, "right", 10, 2)
@@ -1875,6 +1947,7 @@ function atributo_damage:MontaDetalhesDamageDone (spellid, barra)
gump:Fade (_barra.bg.overlay, "OUT")
_barra.bg:SetStatusBarColor (1, 1, 1)
_barra.bg_end:SetPoint ("LEFT", _barra.bg, "LEFT", (_barra.bg:GetValue()*2.19)-6, 0)
_barra.bg.PetIcon:SetVertexColor (_unpack (_detalhes.class_colors [self.classe]))
_barra.bg:Show()
_barra.bg.PetIcon:Show()
_barra.bg.PetText:Show()