--File Revision: 1 --Last Modification: 27/07/2013 -- Change Log: -- 27/07/2013: Finished alpha version. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local _detalhes = _G._detalhes local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" ) local _tempo = time() local _ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> local pointers local _UnitAffectingCombat = UnitAffectingCombat --wow api local local _UnitHealth = UnitHealth --wow api local local _UnitHealthMax = UnitHealthMax --wow api local local _UnitIsFeignDeath = UnitIsFeignDeath --wow api local local _UnitGUID = UnitGUID local _GetInstanceInfo = GetInstanceInfo --wow api local local _IsInRaid = IsInRaid --wow api local local _IsInGroup = IsInGroup --wow api local local _GetNumGroupMembers = GetNumGroupMembers --wow api local local _cstr = string.format --lua local local _table_insert = table.insert --lua local local _select = select --lua local local _bit_band = bit.band --lua local local _math_floor = math.floor --lua local local _table_remove = table.remove --lua local local _ipairs = ipairs --lua local local _pairs = pairs --lua local local _table_sort = table.sort --lua local local _type = type --lua local local _math_ceil = math.ceil --lua local local _table_wipe = table.wipe local escudo = _detalhes.escudos --details local local parser = _detalhes.parser --details local local absorb_spell_list = _detalhes.AbsorbSpells --details local local defensive_cooldown_spell_list = _detalhes.DefensiveCooldownSpells --details local local defensive_cooldown_spell_list_no_buff = _detalhes.DefensiveCooldownSpellsNoBuff --details local local cc_spell_list = _detalhes.CrowdControlSpells --details local local container_combatentes = _detalhes.container_combatentes --details local local container_habilidades = _detalhes.container_habilidades --details local local spell_damage_func = _detalhes.habilidade_dano.Add --details local local spell_heal_func = _detalhes.habilidade_cura.Add --details local local spell_energy_func = _detalhes.habilidade_e_energy.Add --details local --> current combat and overall pointers local _current_combat = _detalhes.tabela_vigente or {} --> placeholder table local _overall_combat = _detalhes.tabela_overall or {} --> placeholder table --> total container pointers local _current_total = _current_combat.totals local _current_gtotal = _current_combat.totals_grupo local _overall_total = _overall_combat.totals local _overall_gtotal = _overall_combat.totals_grupo --> actors container pointers local _current_damage_container = _current_combat [1] local _overall_damage_container = _overall_combat [1] local _current_heal_container = _current_combat [2] local _overall_heal_container = _overall_combat [2] local _current_energy_container = _current_combat [3] local _overall_energy_container = _overall_combat [3] local _current_misc_container = _current_combat [4] local _overall_misc_container = _overall_combat [4] ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> cache --> damage local damage_cache = setmetatable ({}, _detalhes.weaktable) local damage_cache_pets = setmetatable ({}, _detalhes.weaktable) local damage_cache_petsOwners = setmetatable ({}, _detalhes.weaktable) --> heaing local healing_cache = setmetatable ({}, _detalhes.weaktable) --> energy local energy_cache = setmetatable ({}, _detalhes.weaktable) --> misc local misc_cache = setmetatable ({}, _detalhes.weaktable) --> party & raid members local raid_members_cache = setmetatable ({}, _detalhes.weaktable) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> constants local container_damage_target = _detalhes.container_type.CONTAINER_DAMAGETARGET_CLASS local container_misc = _detalhes.container_type.CONTAINER_MISC_CLASS local OBJECT_TYPE_PLAYER = 0x00000400 local OBJECT_TYPE_PETS = 0x00003000 local AFFILIATION_GROUP = 0x00000007 local REACTION_FRIENDLY = 0x00000010 --> recording data options shortcuts local _recording_self_buffs = false local _recording_ability_with_buffs = false --local _recording_took_damage = false local _recording_healing = false local _recording_buffs_and_debuffs = false --> in combat shortcut local _in_combat = false ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> internal functions ----------------------------------------------------------------------------------------------------------------------------------------- --> DAMAGE serach key: ~damage | ----------------------------------------------------------------------------------------------------------------------------------------- function parser:swing (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, amount, overkill, school, resisted, blocked, absorbed, critical, glacing, crushing) return parser:spell_dmg (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, 1, "Corpo-a-Corpo", 00000001, amount, overkill, school, resisted, blocked, absorbed, critical, glacing, crushing) --> localize-me --spellid, spellname, spelltype end function parser:range (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, amount, overkill, school, resisted, blocked, absorbed, critical, glacing, crushing) return parser:spell_dmg (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, 2, "Tiro-Automático", 00000001, amount, overkill, school, resisted, blocked, absorbed, critical, glacing, crushing) --> localize-me --spellid, spellname, spelltype end function parser:spell_dmg (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, amount, overkill, school, resisted, blocked, absorbed, critical, glacing, crushing) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (who_serial == "0x0000000000000000") then if (who_flags and _bit_band (who_flags, OBJECT_TYPE_PETS) ~= 0) then --> é um pet --> pets must have an serial return end who_serial = nil end if (not alvo_name) then --> no target name, just quit return elseif (not who_name) then --> no actor name, use spell name instead who_name = "[*] "..spellname end ------------------------------------------------------------------------------------------------ --> check if need start an combat if (not _in_combat) then if ( token ~= "SPELL_PERIODIC_DAMAGE" and ( (who_flags and _bit_band (who_flags, AFFILIATION_GROUP) ~= 0 and _UnitAffectingCombat (who_name) ) or (alvo_flags and _bit_band (alvo_flags, AFFILIATION_GROUP) ~= 0 and _UnitAffectingCombat (alvo_name) ) )) then --> não entra em combate se for DOT _detalhes:EntrarEmCombate (who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags) end end _current_damage_container.need_refresh = true _overall_damage_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors --> damager local este_jogador, meu_dono = damage_cache [who_name] or damage_cache_pets [who_serial], damage_cache_petsOwners [who_serial] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_damage_container:PegarCombatente (who_serial, who_name, who_flags, true) if (meu_dono) then --> é um pet damage_cache_pets [who_serial] = este_jogador damage_cache_petsOwners [who_serial] = meu_dono --conferir se o dono já esta no cache if (not damage_cache [meu_dono.nome]) then damage_cache [meu_dono.nome] = meu_dono end else if (who_flags) then --> ter certeza que não é um pet damage_cache [who_name] = este_jogador end end end --> his target local jogador_alvo, alvo_dono = damage_cache [alvo_name] or damage_cache_pets [alvo_serial], damage_cache_petsOwners [alvo_serial] if (not jogador_alvo) then jogador_alvo, alvo_dono, alvo_name = _current_damage_container:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) if (alvo_dono) then damage_cache_pets [alvo_serial] = jogador_alvo damage_cache_petsOwners [alvo_serial] = alvo_dono --conferir se o dono já esta no cache if (not damage_cache [alvo_dono.nome]) then damage_cache [alvo_dono.nome] = alvo_dono end else if (alvo_flags) then --> ter certeza que não é um pet damage_cache [alvo_name] = jogador_alvo end end end --> damager shadow local shadow = este_jogador.shadow local shadow_of_target = jogador_alvo.shadow --> last event este_jogador.last_event = _tempo ------------------------------------------------------------------------------------------------ --> group checks and avoidance if (este_jogador.grupo) then _current_gtotal [1] = _current_gtotal [1]+amount _overall_gtotal [1] = _overall_gtotal [1]+amount elseif (jogador_alvo.grupo) then --> record death log local t = jogador_alvo.last_events_table local i = t.n t.n = i + 1 t = t [i] t [1] = true --> true if this is a damage || false for healing t [2] = spellid --> spellid || false if this is a battle ress line t [3] = amount --> amount of damage or healing t [4] = time --> parser time t [5] = _UnitHealth (alvo_name) --> current unit heal t [6] = who_name --> source name i = i + 1 if (i == 9) then jogador_alvo.last_events_table.n = 1 end --> record avoidance only for player actors if (spellid < 3) then --> autoshot melee jogador_alvo.avoidance ["HITS"] = jogador_alvo.avoidance ["HITS"] + 1 end end ------------------------------------------------------------------------------------------------ --> damage taken --> target jogador_alvo.damage_taken = jogador_alvo.damage_taken + amount --> adiciona o dano tomado if (not jogador_alvo.damage_from [who_name]) then --> adiciona a pool de dano tomado de quem jogador_alvo.damage_from [who_name] = true end --> his shadow shadow_of_target.damage_taken = shadow_of_target.damage_taken + amount --> adiciona o dano tomado if (not shadow_of_target.damage_from [who_name]) then --> adiciona a pool de dano tomado de quem shadow_of_target.damage_from [who_name] = true end ------------------------------------------------------------------------------------------------ --> time start if (not este_jogador.dps_started) then este_jogador:Iniciar (true) if (meu_dono and not meu_dono.dps_started) then meu_dono:Iniciar (true) if (meu_dono.end_time) then meu_dono.end_time = nil meu_dono.shadow.end_time = nil else meu_dono:IniciarTempo (_tempo-3.0, meu_dono.shadow) end end if (este_jogador.end_time) then este_jogador.end_time = nil shadow.end_time = nil else este_jogador:IniciarTempo (_tempo-3.0, shadow) end if (este_jogador.nome == _detalhes.playername and token ~= "SPELL_PERIODIC_DAMAGE") then --> iniciando o dps do "PLAYER" if (_detalhes.solo) then --> save solo attributes _detalhes:UpdateSolo() end if (_UnitAffectingCombat ("player")) then _detalhes:SendEvent ("COMBAT_PLAYER_TIMESTARTED", nil, _current_combat, este_jogador) end end end ------------------------------------------------------------------------------------------------ --> firendly fire --if (_bit_band (who_flags, REACTION_FRIENDLY) ~= 0 and _bit_band (alvo_flags, REACTION_FRIENDLY) ~= 0) then (old friendly check) if (raid_members_cache [who_serial] and raid_members_cache [alvo_serial]) then este_jogador.friendlyfire_total = este_jogador.friendlyfire_total + amount shadow.friendlyfire_total = shadow.friendlyfire_total + amount local amigo = este_jogador.friendlyfire._NameIndexTable [alvo_name] if (not amigo) then amigo = este_jogador.friendlyfire:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) else amigo = este_jogador.friendlyfire._ActorTable [amigo] end amigo.total = amigo.total + amount amigo.shadow.total = amigo.shadow.total + amount local spell = amigo.spell_tables._ActorTable [spellid] if (not spell) then spell = amigo.spell_tables:PegaHabilidade (spellid, true, token) end return spell:AddFF (amount) --adiciona a classe da habilidade, a classe da habilidade se encarrega de adicionar aos alvos dela else _current_total [1] = _current_total [1]+amount _overall_total [1] = _overall_total [1]+amount end ------------------------------------------------------------------------------------------------ --> amount add --> actor owner (if any) if (meu_dono) then --> se for dano de um Pet meu_dono.total = meu_dono.total + amount --> e adiciona o dano ao pet meu_dono.shadow.total = meu_dono.shadow.total + amount --> e adiciona o dano ao pet --> add owner targets local owner_target = meu_dono.targets._NameIndexTable [alvo_name] if (not owner_target) then owner_target = meu_dono.targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) --retorna o objeto classe_target -> ALVO_DA_HABILIDADE:NovaTabela() else owner_target = meu_dono.targets._ActorTable [owner_target] end owner_target.total = owner_target.total + amount meu_dono.last_event = _tempo end --> actor este_jogador.total = este_jogador.total + amount shadow.total = shadow.total + amount --> actor without pets este_jogador.total_without_pet = este_jogador.total_without_pet + amount shadow.total_without_pet = shadow.total_without_pet + amount --> actor targets local este_alvo = este_jogador.targets._NameIndexTable [alvo_name] if (not este_alvo) then este_alvo = este_jogador.targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) --retorna o objeto classe_target -> ALVO_DA_HABILIDADE:NovaTabela() else este_alvo = este_jogador.targets._ActorTable [este_alvo] end este_alvo.total = este_alvo.total + amount este_alvo.shadow.total = este_alvo.shadow.total + amount --> actor spells table local spell = este_jogador.spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.spell_tables:PegaHabilidade (spellid, true, token) end return spell_damage_func (spell, alvo_serial, alvo_name, alvo_flags, amount, who_name, resisted, blocked, absorbed, critical, glacing, token) end function parser:swingmissed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, missType, isOffHand, amountMissed) return parser:missed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, 1, "Corpo-a-Corpo", 00000001, missType, isOffHand, amountMissed) end function parser:rangemissed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, missType, isOffHand, amountMissed) return parser:missed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, 2, "Tiro-Automático", 00000001, missType, isOffHand, amountMissed) end function parser:missed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, missType, isOffHand, amountMissed) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (not who_name or not alvo_name) then return --> just return end ------------------------------------------------------------------------------------------------ --> get actors --> 'misser' local este_jogador = damage_cache [who_name] if (not este_jogador) then este_jogador, meu_dono, who_name = _current_damage_container:PegarCombatente (nil, who_name) if (not este_jogador) then return --> just return if actor doen't exist yet end end --> 'avoider' --> using this method means avoidance of pets will not be tracked local TargetActor = damage_cache [alvo_name] if (TargetActor and TargetActor.grupo) then local missTable = TargetActor.avoidance [missType] if (missTable) then TargetActor.avoidance [missType] = missTable +1 end end ------------------------------------------------------------------------------------------------ --> amount add --> actor spells table local spell = este_jogador.spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.spell_tables:PegaHabilidade (spellid, true, token) end return spell:AddMiss (alvo_serial, alvo_name, alvo_flags, who_name, missType) end ----------------------------------------------------------------------------------------------------------------------------------------- --> SUMMON serach key: ~summon | ----------------------------------------------------------------------------------------------------------------------------------------- function parser:summon (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellName) --> pet summon another pet local sou_pet = _detalhes.tabela_pets.pets [who_serial] if (sou_pet) then --> okey, ja é um pet who_name, who_serial, who_flags = sou_pet[1], sou_pet[2], sou_pet[3] end local alvo_pet = _detalhes.tabela_pets.pets [alvo_serial] if (alvo_pet) then who_name, who_serial, who_flags = alvo_pet[1], alvo_pet[2], alvo_pet[3] end return _detalhes.tabela_pets:Adicionar (alvo_serial, alvo_name, alvo_flags, who_serial, who_name, who_flags) end ----------------------------------------------------------------------------------------------------------------------------------------- --> HEALING serach key: ~heal | ----------------------------------------------------------------------------------------------------------------------------------------- function parser:heal (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, amount, overhealing, absorbed, critical, is_shield) ------------------------------------------------------------------------------------------------ --> early checks and fixes --> only capture heal if is in combat if (not _in_combat) then return end --> check nil serial against pets if (who_serial == "0x0000000000000000") then if (who_flags and _bit_band (who_flags, OBJECT_TYPE_PETS) ~= 0) then --> é um pet return end who_serial = nil end --> no name, use spellname if (not who_name) then who_name = "[*] "..spellname end --> no target, just ignore if (not alvo_name) then return end local cura_efetiva = absorbed if (is_shield) then --> o shield ja passa o numero exato da cura e o overheal cura_efetiva = amount else --cura_efetiva = absorbed + amount - overhealing cura_efetiva = cura_efetiva + amount - overhealing end _current_heal_container.need_refresh = true _overall_heal_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors local este_jogador, meu_dono = healing_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_heal_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not meu_dono and who_flags) then --> se não for um pet, adicionar no cache healing_cache [who_name] = este_jogador end end local jogador_alvo, alvo_dono = healing_cache [alvo_name] if (not jogador_alvo) then jogador_alvo, alvo_dono, alvo_name = _current_heal_container:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) if (not alvo_dono and alvo_flags) then healing_cache [alvo_name] = jogador_alvo end end local shadow = este_jogador.shadow local shadow_of_target = jogador_alvo.shadow este_jogador.last_event = _tempo ------------------------------------------------------------------------------------------------ --> an enemy healing enemy or an player actor healing a enemy if (_bit_band (alvo_flags, REACTION_FRIENDLY) == 0) then if (not este_jogador.heal_enemy [spellid]) then este_jogador.heal_enemy [spellid] = cura_efetiva else este_jogador.heal_enemy [spellid] = este_jogador.heal_enemy [spellid] + cura_efetiva end if (not este_jogador.shadow.heal_enemy [spellid]) then shadow.heal_enemy [spellid] = cura_efetiva else shadow.heal_enemy [spellid] = shadow.heal_enemy [spellid] + cura_efetiva end este_jogador.heal_enemy_amt = este_jogador.heal_enemy_amt + cura_efetiva shadow.heal_enemy_amt = shadow.heal_enemy_amt + cura_efetiva return end ------------------------------------------------------------------------------------------------ --> group checks if (este_jogador.grupo) then _current_combat.totals_grupo[2] = _current_combat.totals_grupo[2]+amount _overall_combat.totals_grupo[2] = _overall_combat.totals_grupo[2]+amount end if (jogador_alvo.grupo) then local t = jogador_alvo.last_events_table local i = t.n t.n = i + 1 t = t [i] t [1] = false --> true if this is a damage || false for healing t [2] = spellid --> spellid || false if this is a battle ress line t [3] = amount --> amount of damage or healing t [4] = time --> parser time t [5] = _UnitHealth (alvo_name) --> current unit heal t [6] = who_name --> source name i = i + 1 if (i == 9) then jogador_alvo.last_events_table.n = 1 end end ------------------------------------------------------------------------------------------------ --> timer if (not este_jogador.iniciar_hps) then este_jogador:Iniciar (true) --inicia o dps do jogador if (este_jogador.end_time) then --> o combate terminou, reabrir o tempo este_jogador.end_time = nil shadow.end_time = nil --> não tenho certeza se isso aqui não pode dar merda else este_jogador:IniciarTempo (_tempo-3.0, shadow) end end ------------------------------------------------------------------------------------------------ --> add amount --> actor target local este_alvo = este_jogador.targets._NameIndexTable [alvo_name] if (not este_alvo) then este_alvo = este_jogador.targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) else este_alvo = este_jogador.targets._ActorTable [este_alvo] end if (cura_efetiva > 0) then --> combat total _current_total [2] = _current_total [2] + cura_efetiva _overall_total [2] = _overall_total [2] + cura_efetiva --> healing taken jogador_alvo.healing_taken = jogador_alvo.healing_taken + cura_efetiva --> adiciona o dano tomado if (not jogador_alvo.healing_from [who_name]) then --> adiciona a pool de dano tomado de quem jogador_alvo.healing_from [who_name] = true end --> healing taken shadow shadow_of_target.healing_taken = shadow_of_target.healing_taken+cura_efetiva --> adiciona o dano tomado if (not shadow_of_target.healing_from [who_name]) then --> adiciona a pool de dano tomado de quem shadow_of_target.healing_from [who_name] = true end --> actor healing amount este_jogador.total = este_jogador.total + cura_efetiva shadow.total = shadow.total + cura_efetiva if (is_shield) then este_jogador.totalabsorb = este_jogador.totalabsorb + cura_efetiva shadow.totalabsorb = shadow.totalabsorb + cura_efetiva end este_jogador.total_without_pet = este_jogador.total_without_pet + cura_efetiva shadow.total_without_pet = shadow.total_without_pet + cura_efetiva --> pet if (meu_dono) then meu_dono.total = meu_dono.total + cura_efetiva --> heal do pet meu_dono.shadow.total = meu_dono.shadow.total + cura_efetiva --> heal do pet na shadow local owner_target = meu_dono.targets._NameIndexTable [alvo_name] if (not owner_target) then owner_target = meu_dono.targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) --retorna o objeto classe_target -> ALVO_DA_HABILIDADE:NovaTabela() else owner_target = meu_dono.targets._ActorTable [owner_target] end owner_target.total = owner_target.total + amount end --> target amount este_alvo.total = este_alvo.total + cura_efetiva este_alvo.shadow.total = este_alvo.shadow.total + cura_efetiva end if (overhealing > 0) then este_jogador.totalover = este_jogador.totalover + overhealing shadow.totalover = shadow.totalover + overhealing este_alvo.overheal = este_alvo.overheal + overhealing if (meu_dono) then meu_dono.totalover = meu_dono.totalover + overhealing meu_dono.shadow.totalover = meu_dono.shadow.totalover + overhealing end end --> actor spells table local spell = este_jogador.spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.spell_tables:PegaHabilidade (spellid, true, token) end if (is_shield) then --return spell:Add (alvo_serial, alvo_name, alvo_flags, cura_efetiva, who_name, 0, nil, overhealing, true) return spell_heal_func (spell, alvo_serial, alvo_name, alvo_flags, cura_efetiva, who_name, 0, nil, overhealing, true) else --return spell:Add (alvo_serial, alvo_name, alvo_flags, cura_efetiva, who_name, absorbed, critical, overhealing) return spell_heal_func (spell, alvo_serial, alvo_name, alvo_flags, cura_efetiva, who_name, absorbed, critical, overhealing) end end ----------------------------------------------------------------------------------------------------------------------------------------- --> BUFFS & DEBUFFS serach key: ~buff ~aura ~shield | ----------------------------------------------------------------------------------------------------------------------------------------- function parser:buff (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, _, tipo, amount) --> not yet well know about unnamed buff casters if (not alvo_name) then alvo_name = "[*] Unknow shield target" elseif (not who_name) then who_name = "[*] Unknow shield caster" end ------------------------------------------------------------------------------------------------ --> handle shields if (tipo == "BUFF") then ------------------------------------------------------------------------------------------------ --> buff uptime if (_recording_buffs_and_debuffs) then if (who_name == alvo_name and raid_members_cache [who_serial] and _in_combat) then --> call record buffs uptime --[[not tail call, need to fix this]] parser:add_buff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, "BUFF_UPTIME_IN") end end ------------------------------------------------------------------------------------------------ --> healing done absorbs if (absorb_spell_list [spellid] and _recording_healing and amount) then if (not escudo [alvo_name]) then escudo [alvo_name] = {} escudo [alvo_name] [spellid] = {} escudo [alvo_name] [spellid] [who_name] = amount elseif (not escudo [alvo_name] [spellid]) then escudo [alvo_name] [spellid] = {} escudo [alvo_name] [spellid] [who_name] = amount else escudo [alvo_name] [spellid] [who_name] = amount end ------------------------------------------------------------------------------------------------ --> defensive cooldowns elseif (defensive_cooldown_spell_list [spellid]) then --> usou cooldown return parser:add_defensive_cooldown (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname) ------------------------------------------------------------------------------------------------ --> recording buffs elseif (_recording_self_buffs) then --> or alvo_name needded, seems jade spirit not send who_name correctly if (who_name == _detalhes.playername or alvo_name == _detalhes.playername) then local bufftable = _detalhes.Buffs.BuffsTable [spellname] if (bufftable) then return bufftable:UpdateBuff ("new") else return false end end end ------------------------------------------------------------------------------------------------ --> recording debuffs applied by player elseif (tipo == "DEBUFF") then --if (who_name == "Ditador") then -- print (spellname, alvo_name, "IN") --end if (_in_combat) then ------------------------------------------------------------------------------------------------ --> buff uptime if (_recording_buffs_and_debuffs) then if (raid_members_cache [who_serial]) then --> call record debuffs uptime --[[not tail call, need to fix this]] parser:add_debuff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, "DEBUFF_UPTIME_IN") end end if (_recording_ability_with_buffs) then if (who_name == _detalhes.playername) then --> record debuff uptime local SoloDebuffUptime = _current_combat.SoloDebuffUptime if (not SoloDebuffUptime) then SoloDebuffUptime = {} _current_combat.SoloDebuffUptime = SoloDebuffUptime end local ThisDebuff = SoloDebuffUptime [spellid] if (not ThisDebuff) then ThisDebuff = {name = spellname, duration = 0, start = _tempo, castedAmt = 1, refreshAmt = 0, droppedAmt = 0, Active = true} SoloDebuffUptime [spellid] = ThisDebuff else ThisDebuff.castedAmt = ThisDebuff.castedAmt + 1 ThisDebuff.start = _tempo ThisDebuff.Active = true end --> record debuff spell and attack power local SoloDebuffPower = _current_combat.SoloDebuffPower if (not SoloDebuffPower) then SoloDebuffPower = {} _current_combat.SoloDebuffPower = SoloDebuffPower end local ThisDebuff = SoloDebuffPower [spellid] if (not ThisDebuff) then ThisDebuff = {} SoloDebuffPower [spellid] = ThisDebuff end local ThisDebuffOnTarget = ThisDebuff [alvo_serial] local base, posBuff, negBuff = UnitAttackPower ("player") local AttackPower = base+posBuff+negBuff local base, posBuff, negBuff = UnitRangedAttackPower ("player") local RangedAttackPower = base+posBuff+negBuff local SpellPower = GetSpellBonusDamage (3) --> record buffs active on player when the debuff was applied local BuffsOn = {} for BuffName, BuffTable in _pairs (_detalhes.Buffs.BuffsTable) do if (BuffTable.active) then BuffsOn [#BuffsOn+1] = BuffName end end if (not ThisDebuffOnTarget) then --> apply ThisDebuff [alvo_serial] = {power = math.max (AttackPower, RangedAttackPower, SpellPower), onTarget = true, buffs = BuffsOn} else --> re applying ThisDebuff [alvo_serial].power = math.max (AttackPower, RangedAttackPower, SpellPower) ThisDebuff [alvo_serial].buffs = BuffsOn ThisDebuff [alvo_serial].onTarget = true end --> send event for plugins _detalhes:SendEvent ("BUFF_UPDATE_DEBUFFPOWER") end end end end end function parser:buff_refresh (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, _, tipo, amount) ------------------------------------------------------------------------------------------------ --> handle shields if (tipo == "BUFF") then ------------------------------------------------------------------------------------------------ --> buff uptime if (_recording_buffs_and_debuffs) then if (who_name == alvo_name and raid_members_cache [who_serial] and _in_combat) then --> call record buffs uptime --[[not tail call, need to fix this]] parser:add_buff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, "BUFF_UPTIME_REFRESH") end end ------------------------------------------------------------------------------------------------ --> healing done (shields) if (absorb_spell_list [spellid] and _recording_healing and amount) then if (escudo [alvo_name] and escudo [alvo_name][spellid] and escudo [alvo_name][spellid][who_name]) then --print ("refresh", escudo [alvo_name][spellid][who_name], amount) local absorb = escudo [alvo_name][spellid][who_name] - amount local overheal = amount - absorb escudo [alvo_name][spellid][who_name] = amount --if (absorb > 0) then return parser:heal (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, nil, _math_ceil (absorb), _math_ceil (overheal), 0, 0, true) --end else --> should apply aura if not found in already applied buff list? end ------------------------------------------------------------------------------------------------ --> defensive cooldowns elseif (defensive_cooldown_spell_list [spellid]) then --> usou cooldown return parser:add_defensive_cooldown (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname) ------------------------------------------------------------------------------------------------ --> recording buffs elseif (_recording_self_buffs) then if (who_name == _detalhes.playername or alvo_name == _detalhes.playername) then --> foi colocado pelo player local bufftable = _detalhes.Buffs.BuffsTable [spellname] if (bufftable) then return bufftable:UpdateBuff ("refresh") else return false end end end ------------------------------------------------------------------------------------------------ --> recording debuffs applied by player elseif (tipo == "DEBUFF") then --if (who_name == "Ditador") then -- print (spellname, alvo_name, "REFRESH") --end if (_in_combat) then ------------------------------------------------------------------------------------------------ --> buff uptime if (_recording_buffs_and_debuffs) then if (raid_members_cache [who_serial]) then --> call record debuffs uptime --[[not tail call, need to fix this]] parser:add_debuff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, "DEBUFF_UPTIME_REFRESH") end end if (_recording_ability_with_buffs) then if (who_name == _detalhes.playername) then --> record debuff uptime local SoloDebuffUptime = _current_combat.SoloDebuffUptime if (SoloDebuffUptime) then local ThisDebuff = SoloDebuffUptime [spellid] if (ThisDebuff and ThisDebuff.Active) then ThisDebuff.refreshAmt = ThisDebuff.refreshAmt + 1 ThisDebuff.duration = ThisDebuff.duration + (_tempo - ThisDebuff.start) ThisDebuff.start = _tempo --> send event for plugins _detalhes:SendEvent ("BUFF_UPDATE_DEBUFFPOWER") end end --> record debuff spell and attack power local SoloDebuffPower = _current_combat.SoloDebuffPower if (SoloDebuffPower) then local ThisDebuff = SoloDebuffPower [spellid] if (ThisDebuff) then local ThisDebuffOnTarget = ThisDebuff [alvo_serial] if (ThisDebuffOnTarget) then local base, posBuff, negBuff = UnitAttackPower ("player") local AttackPower = base+posBuff+negBuff local base, posBuff, negBuff = UnitRangedAttackPower ("player") local RangedAttackPower = base+posBuff+negBuff local SpellPower = GetSpellBonusDamage (3) local BuffsOn = {} for BuffName, BuffTable in _pairs (_detalhes.Buffs.BuffsTable) do if (BuffTable.active) then BuffsOn [#BuffsOn+1] = BuffName end end ThisDebuff [alvo_serial].power = math.max (AttackPower, RangedAttackPower, SpellPower) ThisDebuff [alvo_serial].buffs = BuffsOn --> send event for plugins _detalhes:SendEvent ("BUFF_UPDATE_DEBUFFPOWER") end end end end end end end end function parser:unbuff (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, _, tipo, amount) ------------------------------------------------------------------------------------------------ --> handle shields if (tipo == "BUFF") then ------------------------------------------------------------------------------------------------ --> buff uptime if (_recording_buffs_and_debuffs) then if (who_name == alvo_name and raid_members_cache [who_serial] and _in_combat) then --> call record buffs uptime --[[not tail call, need to fix this]] parser:add_buff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, "BUFF_UPTIME_OUT") end end ------------------------------------------------------------------------------------------------ --> healing done (shields) if (absorb_spell_list [spellid] and _recording_healing) then if (escudo [alvo_name] and escudo [alvo_name][spellid] and escudo [alvo_name][spellid][who_name]) then if (amount) then -- o amount é o que sobrou do escudo local escudo_antigo = escudo [alvo_name][spellid][who_name] --> quantidade total do escudo que foi colocado --print (escudo_antigo, amount) --if (escudo_antigo and escudo_antigo > amount) then local absorb = escudo_antigo - amount local overheal = escudo_antigo - absorb escudo [alvo_name][spellid][who_name] = nil return parser:heal (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, nil, _math_ceil (absorb), _math_ceil (overheal), 0, 0, true) --> último parametro IS_SHIELD end escudo [alvo_name][spellid][who_name] = nil end --end ------------------------------------------------------------------------------------------------ --> recording buffs elseif (_recording_self_buffs) then if (who_name == _detalhes.playername or alvo_name == _detalhes.playername) then --> foi colocado pelo player local bufftable = _detalhes.Buffs.BuffsTable [spellname] if (bufftable) then return bufftable:UpdateBuff ("remove") else return false end end end ------------------------------------------------------------------------------------------------ --> recording debuffs applied by player elseif (tipo == "DEBUFF") then --if (who_name == "Ditador") then -- print (spellname, alvo_name, "OUT") --end if (_in_combat) then ------------------------------------------------------------------------------------------------ --> buff uptime if (_recording_buffs_and_debuffs) then if (raid_members_cache [who_serial]) then --> call record debuffs uptime --[[not tail call, need to fix this]] parser:add_debuff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, "DEBUFF_UPTIME_OUT") end end if (_recording_ability_with_buffs) then if (who_name == _detalhes.playername) then --> record debuff uptime local SoloDebuffUptime = _current_combat.SoloDebuffUptime local sendevent = false if (SoloDebuffUptime) then local ThisDebuff = SoloDebuffUptime [spellid] if (ThisDebuff and ThisDebuff.Active) then ThisDebuff.duration = ThisDebuff.duration + (_tempo - ThisDebuff.start) ThisDebuff.droppedAmt = ThisDebuff.droppedAmt + 1 ThisDebuff.start = nil ThisDebuff.Active = false sendevent = true end end --> record debuff spell and attack power local SoloDebuffPower = _current_combat.SoloDebuffPower if (SoloDebuffPower) then local ThisDebuff = SoloDebuffPower [spellid] if (ThisDebuff) then ThisDebuff [alvo_serial] = nil sendevent = true end end if (sendevent) then _detalhes:SendEvent ("BUFF_UPDATE_DEBUFFPOWER") end end end end end end ----------------------------------------------------------------------------------------------------------------------------------------- --> MISC search key: ~buffuptime ~buffsuptime | ----------------------------------------------------------------------------------------------------------------------------------------- function parser:add_debuff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, in_out) ------------------------------------------------------------------------------------------------ --> early checks and fixes _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors local este_jogador = misc_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) misc_cache [who_name] = este_jogador end local shadow = este_jogador.shadow ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.debuff_uptime) then este_jogador.debuff_uptime = 0 este_jogador.debuff_uptime_spell_tables = container_habilidades:NovoContainer (container_misc) este_jogador.debuff_uptime_targets = container_combatentes:NovoContainer (container_damage_target) if (not shadow.debuff_uptime_targets) then shadow.debuff_uptime = 0 shadow.debuff_uptime_spell_tables = container_habilidades:NovoContainer (container_misc) shadow.debuff_uptime_targets = container_combatentes:NovoContainer (container_damage_target) end este_jogador.debuff_uptime_targets.shadow = shadow.debuff_uptime_targets este_jogador.debuff_uptime_spell_tables.shadow = shadow.debuff_uptime_spell_tables end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --> actor spells table local spell = este_jogador.debuff_uptime_spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.debuff_uptime_spell_tables:PegaHabilidade (spellid, true, "DEBUFF_UPTIME") end return spell:Add (alvo_serial, alvo_name, alvo_flags, who_name, este_jogador, "BUFF_OR_DEBUFF", in_out) end function parser:add_buff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, in_out) ------------------------------------------------------------------------------------------------ --> early checks and fixes _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors local este_jogador = misc_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) misc_cache [who_name] = este_jogador end local shadow = este_jogador.shadow ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.buff_uptime) then este_jogador.buff_uptime = 0 este_jogador.buff_uptime_spell_tables = container_habilidades:NovoContainer (container_misc) este_jogador.buff_uptime_targets = container_combatentes:NovoContainer (container_damage_target) if (not shadow.buff_uptime_targets) then shadow.buff_uptime = 0 shadow.buff_uptime_spell_tables = container_habilidades:NovoContainer (container_misc) shadow.buff_uptime_targets = container_combatentes:NovoContainer (container_damage_target) end este_jogador.buff_uptime_targets.shadow = shadow.buff_uptime_targets este_jogador.buff_uptime_spell_tables.shadow = shadow.buff_uptime_spell_tables end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --> actor spells table local spell = este_jogador.buff_uptime_spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.buff_uptime_spell_tables:PegaHabilidade (spellid, true, "BUFF_UPTIME") end return spell:Add (alvo_serial, alvo_name, alvo_flags, who_name, este_jogador, "BUFF_OR_DEBUFF", in_out) end ----------------------------------------------------------------------------------------------------------------------------------------- --> ENERGY serach key: ~energy | ----------------------------------------------------------------------------------------------------------------------------------------- function parser:energize (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, amount, powertype, p6, p7) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (not who_name) then who_name = "[*] "..spellname elseif (not alvo_name) then return end ------------------------------------------------------------------------------------------------ --> get regen key name local key_regenDone local key_regenFrom local key_regenType if (powertype == 0) then --> MANA key_regenDone = "mana_r" key_regenFrom = "mana_from" key_regenType = "mana" elseif (powertype == 1) then --> RAGE key_regenDone = "e_rage_r" key_regenFrom = "e_rage_from" key_regenType = "e_rage" elseif (powertype == 3) then --> ENERGY key_regenDone = "e_energy_r" key_regenFrom = "e_energy_from" key_regenType = "e_energy" elseif (powertype == 6) then --> RUNEPOWER key_regenDone = "runepower_r" key_regenFrom = "runepower_from" key_regenType = "runepower" else --> not tracking this regen type return end _current_energy_container.need_refresh = true _overall_energy_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors --> main actor local este_jogador, meu_dono = energy_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_energy_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not meu_dono) then --> se não for um pet, adicionar no cache energy_cache [who_name] = este_jogador end end --> target local jogador_alvo, alvo_dono = energy_cache [alvo_name] if (not jogador_alvo) then jogador_alvo, alvo_dono, alvo_name = _current_energy_container:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) if (not alvo_dono) then energy_cache [alvo_name] = jogador_alvo end end --> actor targets local este_alvo = este_jogador.targets._NameIndexTable [alvo_name] if (not este_alvo) then este_alvo = este_jogador.targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) --retorna o objeto classe_target -> ALVO_DA_HABILIDADE:NovaTabela() else este_alvo = este_jogador.targets._ActorTable [este_alvo] end local shadow = este_jogador.shadow local shadow_of_target = jogador_alvo.shadow este_jogador.last_event = _tempo ------------------------------------------------------------------------------------------------ --> amount add --> combat total _current_total [3] [key_regenType] = _current_total [3] [key_regenType] + amount _overall_total [3] [key_regenType] = _overall_total [3] [key_regenType] + amount if (este_jogador.grupo) then _current_gtotal [3] [key_regenType] = _current_gtotal [3] [key_regenType] + amount _overall_gtotal [3] [key_regenType] = _overall_gtotal [3] [key_regenType] + amount end --> regen produced amount este_jogador [key_regenType] = este_jogador [key_regenType] + amount shadow [key_regenType] = shadow [key_regenType] + amount este_alvo [key_regenType] = este_alvo [key_regenType] + amount --> target regenerated amount jogador_alvo [key_regenDone] = jogador_alvo [key_regenDone] + amount shadow_of_target [key_regenDone] = shadow_of_target [key_regenDone] + amount --> regen from if (not jogador_alvo [key_regenFrom] [who_name]) then jogador_alvo [key_regenFrom] [who_name] = true end if (not shadow_of_target [key_regenFrom] [who_name]) then shadow_of_target [key_regenFrom] [who_name] = true end --> owner if (meu_dono) then meu_dono [key_regenType] = meu_dono [key_regenType] + amount --> e adiciona o dano ao pet meu_dono.shadow [key_regenType] = meu_dono.shadow [key_regenType] + amount --> e adiciona o dano ao pet end --> actor spells table local spell = este_jogador.spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.spell_tables:PegaHabilidade (spellid, true, token) end --return spell:Add (alvo_serial, alvo_name, alvo_flags, amount, who_name, powertype) return spell_energy_func (spell, alvo_serial, alvo_name, alvo_flags, amount, who_name, powertype) end ----------------------------------------------------------------------------------------------------------------------------------------- --> MISC search key: ~cooldown | ----------------------------------------------------------------------------------------------------------------------------------------- function parser:add_defensive_cooldown (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname) ------------------------------------------------------------------------------------------------ --> early checks and fixes _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors --> main actor local este_jogador, meu_dono = misc_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not meu_dono) then --> se não for um pet, adicionar no cache misc_cache [who_name] = este_jogador end end local shadow = este_jogador.shadow ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.cooldowns_defensive) then este_jogador.cooldowns_defensive = 0 este_jogador.cooldowns_defensive_targets = container_combatentes:NovoContainer (container_damage_target) --> pode ser um container de alvo de dano, pois irá usar apenas o .total este_jogador.cooldowns_defensive_spell_tables = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades if (not shadow.cooldowns_defensive_targets) then shadow.cooldowns_defensive = 0 shadow.cooldowns_defensive_targets = container_combatentes:NovoContainer (container_damage_target) --> pode ser um container de alvo de dano, pois irá usar apenas o .total shadow.cooldowns_defensive_spell_tables = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades usadas end este_jogador.cooldowns_defensive_targets.shadow = shadow.cooldowns_defensive_targets este_jogador.cooldowns_defensive_spell_tables.shadow = shadow.cooldowns_defensive_spell_tables end ------------------------------------------------------------------------------------------------ --> add amount --> actor cooldowns used este_jogador.cooldowns_defensive = este_jogador.cooldowns_defensive + 1 shadow.cooldowns_defensive = shadow.cooldowns_defensive + 1 --> combat totals _current_total [4].cooldowns_defensive = _current_total [4].cooldowns_defensive + 1 _overall_total [4].cooldowns_defensive = _overall_total [4].cooldowns_defensive + 1 if (este_jogador.grupo) then _current_gtotal [4].cooldowns_defensive = _current_gtotal [4].cooldowns_defensive + 1 _overall_gtotal [4].cooldowns_defensive = _overall_gtotal [4].cooldowns_defensive + 1 if (who_name == alvo_name) then local damage_actor = damage_cache [who_name] if (not damage_actor) then --> pode ser um desconhecido ou um pet damage_actor = _current_damage_container:PegarCombatente (who_serial, who_name, who_flags, true) if (who_flags) then --> se não for um pet, adicionar no cache damage_cache [who_name] = damage_actor end end local t = damage_actor.last_events_table local i = t.n t.n = i + 1 t = t [i] t [1] = 1 --> true if this is a damage || false for healing || 1 for cooldown? t [2] = spellid --> spellid || false if this is a battle ress line t [3] = 1 --> amount of damage or healing t [4] = time --> parser time t [5] = _UnitHealth (who_name) --> current unit heal t [6] = who_name --> source name i = i + 1 if (i == 9) then damage_actor.last_events_table.n = 1 end este_jogador.last_cooldown = {time, spellid} end end --> update last event este_jogador.last_event = _tempo --> actor targets local este_alvo = este_jogador.cooldowns_defensive_targets._NameIndexTable [alvo_name] if (not este_alvo) then este_alvo = este_jogador.cooldowns_defensive_targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) else este_alvo = este_jogador.cooldowns_defensive_targets._ActorTable [este_alvo] end este_alvo.total = este_alvo.total + 1 --> actor spells table local spell = este_jogador.cooldowns_defensive_spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.cooldowns_defensive_spell_tables:PegaHabilidade (spellid, true, token) end return spell:Add (alvo_serial, alvo_name, alvo_flags, who_name, token, "BUFF_OR_DEBUFF", "COOLDOWN") end --serach key: ~interrupt function parser:interrupt (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, extraSpellID, extraSpellName, extraSchool) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (not who_name) then who_name = "[*] "..spellname elseif (not alvo_name) then return end _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors --> main actor local este_jogador, meu_dono = misc_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not meu_dono) then --> se não for um pet, adicionar no cache misc_cache [who_name] = este_jogador end end local shadow = este_jogador.shadow ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.interrupt) then este_jogador.interrupt = 0 este_jogador.interrupt_targets = container_combatentes:NovoContainer (container_damage_target) --> pode ser um container de alvo de dano, pois irá usar apenas o .total este_jogador.interrupt_spell_tables = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades usadas para interromper este_jogador.interrompeu_oque = {} if (not shadow.interrupt_targets) then shadow.interrupt = 0 shadow.interrupt_targets = container_combatentes:NovoContainer (container_damage_target) --> pode ser um container de alvo de dano, pois irá usar apenas o .total shadow.interrupt_spell_tables = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades usadas para interromper shadow.interrompeu_oque = {} end este_jogador.interrupt_targets.shadow = shadow.interrupt_targets este_jogador.interrupt_spell_tables.shadow = shadow.interrupt_spell_tables end ------------------------------------------------------------------------------------------------ --> add amount --> actor interrupt amount este_jogador.interrupt = este_jogador.interrupt + 1 shadow.interrupt = shadow.interrupt + 1 --> combat totals _current_total [4].interrupt = _current_total [4].interrupt + 1 _overall_total [4].interrupt = _overall_total [4].interrupt + 1 if (este_jogador.grupo) then _current_gtotal [4].interrupt = _current_gtotal [4].interrupt + 1 _overall_gtotal [4].interrupt = _overall_gtotal [4].interrupt + 1 end --> update last event este_jogador.last_event = _tempo --shadow.last_event = _tempo --> spells interrupted if (not este_jogador.interrompeu_oque [extraSpellID]) then este_jogador.interrompeu_oque [extraSpellID] = 1 else este_jogador.interrompeu_oque [extraSpellID] = este_jogador.interrompeu_oque [extraSpellID] + 1 end if (not shadow.interrompeu_oque [extraSpellID]) then shadow.interrompeu_oque [extraSpellID] = 1 else shadow.interrompeu_oque [extraSpellID] = shadow.interrompeu_oque [extraSpellID] + 1 end --> actor targets local este_alvo = este_jogador.interrupt_targets._NameIndexTable [alvo_name] if (not este_alvo) then este_alvo = este_jogador.interrupt_targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) else este_alvo = este_jogador.interrupt_targets._ActorTable [este_alvo] end este_alvo.total = este_alvo.total + 1 --> actor spells table local spell = este_jogador.interrupt_spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.interrupt_spell_tables:PegaHabilidade (spellid, true, token) end return spell:Add (alvo_serial, alvo_name, alvo_flags, who_name, token, extraSpellID, extraSpellName) end --> search key: ~spellcast ~castspell ~cast function parser:spellcast (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype) --print (token, time, "WHO:",who_serial, who_name, who_flags, "TARGET:",alvo_serial, alvo_name, alvo_flags, "SPELL:",spellid, spellname, spelltype) ------------------------------------------------------------------------------------------------ --> record cooldowns cast which can't track with buff applyed. --> foi um jogador que castou if (raid_members_cache [who_serial]) then --> check if is a cooldown :D if (defensive_cooldown_spell_list_no_buff [spellid]) then --> usou cooldown if (not alvo_name) then if (defensive_cooldown_spell_list_no_buff [spellid][3] == 1) then alvo_name = who_name else alvo_name = Loc ["STRING_RAID_WIDE"] end end return parser:add_defensive_cooldown (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname) else return end else --> successful casts (not interrupted) if (_bit_band (who_flags, 0x00000040) ~= 0) then --> byte 2 = 4 (enemy) --> damager local este_jogador = damage_cache [who_name] if (not este_jogador) then este_jogador = _current_damage_container:PegarCombatente (who_serial, who_name, who_flags, true) end --> actor spells table local spell = este_jogador.spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.spell_tables:PegaHabilidade (spellid, true, token) end spell.successful_casted = spell.successful_casted + 1 --print ("cast success", who_name, spellname) end return end ------------------------------------------------------------------------------------------------ --> record how many times the spell has been casted successfully if (not who_name) then who_name = "[*] ".. spellname end if (not alvo_name) then alvo_name = "[*] ".. spellid end _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors --> main actor local este_jogador, meu_dono = misc_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not meu_dono) then --> se não for um pet, adicionar no cache misc_cache [who_name] = este_jogador end end local shadow = este_jogador.shadow ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.spellcast) then --> constrói aqui a tabela dele este_jogador.spellcast = 0 este_jogador.spellcast_spell_tables = container_habilidades:NovoContainer (container_misc) if (not shadow.spellcast_targets) then shadow.spellcast = 0 shadow.spellcast_spell_tables = container_habilidades:NovoContainer (container_misc) end este_jogador.spellcast_targets.shadow = shadow.spellcast_targets este_jogador.spellcast_spell_tables.shadow = shadow.spellcast_spell_tables end ------------------------------------------------------------------------------------------------ --> add amount --> last event update este_jogador.last_event = _tempo --> actor dispell amount este_jogador.spellcast = este_jogador.spellcast + 1 shadow.spellcast = shadow.spellcast + 1 --> actor spells table local spell = este_jogador.spellcast_spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.spellcast_spell_tables:PegaHabilidade (spellid, true, token) end return spell:Add (alvo_serial, alvo_name, alvo_flags, who_name, token) end --serach key: ~dispell function parser:dispell (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, extraSpellID, extraSpellName, extraSchool, auraType) ------------------------------------------------------------------------------------------------ --> early checks and fixes --> esta dando erro onde o nome é NIL, fazendo um fix para isso if (not who_name) then who_name = "[*] "..extraSpellName end if (not alvo_name) then alvo_name = "[*] "..spellid end _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors --> main actor --> debug - no cache --[[ local este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) --]] --[ local este_jogador, meu_dono = misc_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not meu_dono) then --> se não for um pet, adicionar no cache misc_cache [who_name] = este_jogador end end --]] local shadow = este_jogador.shadow ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.dispell) then --> constrói aqui a tabela dele este_jogador.dispell = 0 este_jogador.dispell_targets = container_combatentes:NovoContainer (container_damage_target) este_jogador.dispell_spell_tables = container_habilidades:NovoContainer (container_misc) este_jogador.dispell_oque = {} if (not shadow.dispell_targets) then shadow.dispell = 0 shadow.dispell_targets = container_combatentes:NovoContainer (container_damage_target) shadow.dispell_spell_tables = container_habilidades:NovoContainer (container_misc) shadow.dispell_oque = {} end este_jogador.dispell_targets.shadow = shadow.dispell_targets este_jogador.dispell_spell_tables.shadow = shadow.dispell_spell_tables end ------------------------------------------------------------------------------------------------ --> add amount --> last event update este_jogador.last_event = _tempo --shadow.last_event = _tempo --> total dispells in combat _current_total [4].dispell = _current_total [4].dispell + 1 _overall_total [4].dispell = _overall_total [4].dispell + 1 if (este_jogador.grupo) then _current_gtotal [4].dispell = _current_gtotal [4].dispell + 1 _overall_gtotal [4].dispell = _overall_gtotal [4].dispell + 1 end --> actor dispell amount este_jogador.dispell = este_jogador.dispell + 1 shadow.dispell = shadow.dispell + 1 --> dispell what if (extraSpellID) then if (not este_jogador.dispell_oque [extraSpellID]) then este_jogador.dispell_oque [extraSpellID] = 1 else este_jogador.dispell_oque [extraSpellID] = este_jogador.dispell_oque [extraSpellID] + 1 end if (not shadow.dispell_oque [extraSpellID]) then shadow.dispell_oque [extraSpellID] = 1 else shadow.dispell_oque [extraSpellID] = shadow.dispell_oque [extraSpellID] + 1 end end --> actor targets local este_alvo = este_jogador.dispell_targets._NameIndexTable [alvo_name] if (not este_alvo) then este_alvo = este_jogador.dispell_targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) else este_alvo = este_jogador.dispell_targets._ActorTable [este_alvo] end este_alvo.total = este_alvo.total + 1 --> actor spells table local spell = este_jogador.dispell_spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.dispell_spell_tables:PegaHabilidade (spellid, true, token) end return spell:Add (alvo_serial, alvo_name, alvo_flags, who_name, token, extraSpellID, extraSpellName) end --serach key: ~ress function parser:ress (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (_bit_band (who_flags, AFFILIATION_GROUP) == 0) then return end _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors --> main actor local este_jogador, meu_dono = misc_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not meu_dono) then --> se não for um pet, adicionar no cache misc_cache [who_name] = este_jogador end end local shadow = este_jogador.shadow ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.ress) then --> constrói aqui a tabela dele este_jogador.ress = 0 este_jogador.ress_targets = container_combatentes:NovoContainer (container_damage_target) --> pode ser um container de alvo de dano, pois irá usar apenas o .total este_jogador.ress_spell_tables = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades usadas para interromper if (not shadow.ress_targets) then shadow.ress = 0 shadow.ress_targets = container_combatentes:NovoContainer (container_damage_target) --> pode ser um container de alvo de dano, pois irá usar apenas o .total shadow.ress_spell_tables = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades usadas para interromper end este_jogador.ress_targets.shadow = shadow.ress_targets este_jogador.ress_spell_tables.shadow = shadow.ress_spell_tables end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --shadow.last_event = _tempo --> combat ress total _current_total [4].ress = _current_total [4].ress + 1 _overall_total [4].ress = _overall_total [4].ress + 1 if (este_jogador.grupo) then _current_combat.totals_grupo[4].ress = _current_combat.totals_grupo[4].ress+1 _overall_combat.totals_grupo[4].ress = _overall_combat.totals_grupo[4].ress+1 end --> add ress amount este_jogador.ress = este_jogador.ress + 1 shadow.ress = shadow.ress + 1 --> add battle ress if (_UnitAffectingCombat (who_name)) then --> procura a última morte do alvo na tabela do combate: for i = 1, #_current_combat.last_events_tables do if (_current_combat.last_events_tables [i] [3] == alvo_name) then --print ("Adicionando Bres para "..alvo_name) local deadLog = _current_combat.last_events_tables [i] [1] local jaTem = false for _, evento in _ipairs (deadLog) do if (evento [1] and not evento[3]) then jaTem = true end end if (not jaTem) then _table_insert (_current_combat.last_events_tables [i] [1], 1, {true, spellid, false, time, _UnitHealth (alvo_name), who_name }) break end end end end --> actor targets local este_alvo = este_jogador.ress_targets._NameIndexTable [alvo_name] if (not este_alvo) then este_alvo = este_jogador.ress_targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) else este_alvo = este_jogador.ress_targets._ActorTable [este_alvo] end este_alvo.total = este_alvo.total + 1 --> actor spells table local spell = este_jogador.ress_spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.ress_spell_tables:PegaHabilidade (spellid, true, token) end return spell:Add (alvo_serial, alvo_name, alvo_flags, who_name, token, extraSpellID, extraSpellName) end --serach key: ~cc function parser:break_cc (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, extraSpellID, extraSpellName, extraSchool, auraType) --print ("CCBREAK: ",spellid, spellname,extraSpellID, extraSpellName, auraType) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (not cc_spell_list [extraSpellID]) then return end if (_bit_band (who_flags, AFFILIATION_GROUP) == 0) then return end if (not spellname) then spellname = "Melee" end _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true ------------------------------------------------------------------------------------------------ --> get actors --> main actor --> debug - no cache --[[ local este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) --]] --[ local este_jogador, meu_dono = misc_cache [who_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not meu_dono) then --> se não for um pet, adicionar no cache misc_cache [who_name] = este_jogador end end --]] local shadow = este_jogador.shadow ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.cc_break) then --> constrói aqui a tabela dele este_jogador.cc_break = 0 este_jogador.cc_break_targets = container_combatentes:NovoContainer (container_damage_target) --> pode ser um container de alvo de dano, pois irá usar apenas o .total este_jogador.cc_break_spell_tables = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades usadas para interromper este_jogador.cc_break_oque = {} if (not shadow.cc_break) then shadow.cc_break = 0 shadow.cc_break_targets = container_combatentes:NovoContainer (container_damage_target) --> pode ser um container de alvo de dano, pois irá usar apenas o .total shadow.cc_break_spell_tables = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades usadas para interromper shadow.cc_break_oque = {} end este_jogador.cc_break_targets.shadow = shadow.cc_break_targets este_jogador.cc_break_spell_tables.shadow = shadow.cc_break_spell_tables end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --shadow.last_event = _tempo --> combat cc break total _current_total [4].cc_break = _current_total [4].cc_break + 1 _overall_total [4].cc_break = _overall_total [4].cc_break + 1 if (este_jogador.grupo) then _current_combat.totals_grupo[4].cc_break = _current_combat.totals_grupo[4].cc_break+1 _overall_combat.totals_grupo[4].cc_break = _overall_combat.totals_grupo[4].cc_break+1 end --> add amount este_jogador.cc_break = este_jogador.cc_break + 1 shadow.cc_break = shadow.cc_break + 1 --> broke what if (not este_jogador.cc_break_oque [extraSpellID]) then este_jogador.cc_break_oque [extraSpellID] = 1 else este_jogador.cc_break_oque [extraSpellID] = este_jogador.cc_break_oque [extraSpellID] + 1 end if (not shadow.cc_break_oque [extraSpellID]) then shadow.cc_break_oque [extraSpellID] = 1 else shadow.cc_break_oque [extraSpellID] = shadow.cc_break_oque [extraSpellID] + 1 end --> actor targets local este_alvo = este_jogador.cc_break_targets._NameIndexTable [alvo_name] if (not este_alvo) then este_alvo = este_jogador.cc_break_targets:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) else este_alvo = este_jogador.cc_break_targets._ActorTable [este_alvo] end este_alvo.total = este_alvo.total + 1 --> actor spells table local spell = este_jogador.cc_break_spell_tables._ActorTable [spellid] if (not spell) then spell = este_jogador.cc_break_spell_tables:PegaHabilidade (spellid, true, token) end return spell:Add (alvo_serial, alvo_name, alvo_flags, who_name, token, extraSpellID, extraSpellName) end --serach key: ~dead ~death ~morte function parser:dead (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags) --> not yet well cleaned, need more improvements ------------------------------------------------------------------------------------------------ --> early checks and fixes if (not alvo_name) then return end ------------------------------------------------------------------------------------------------ --> build dead if (_in_combat and alvo_flags and _bit_band (alvo_flags, 0x00000008) ~= 0) then -- and _in_combat --byte 1 = 8 (AFFILIATION_OUTSIDER) --> outsider death while in combat --> frags if (_detalhes.only_pvp_frags and (_bit_band (alvo_flags, 0x00000400) == 0 or (_bit_band (alvo_flags, 0x00000040) == 0 and _bit_band (alvo_flags, 0x00000020) == 0))) then --byte 2 = 4 (HOSTILE) byte 3 = 4 (OBJECT_TYPE_PLAYER) -- 10528 // 66856 -- print ("recusando actor ",alvo_name, " flag: ", _detalhes:hex (alvo_flags), " sem hex: ", alvo_flags) return end if (not _current_combat.frags [alvo_name]) then _current_combat.frags [alvo_name] = 1 else _current_combat.frags [alvo_name] = _current_combat.frags [alvo_name] + 1 end if (not _overall_combat.frags [alvo_name]) then _overall_combat.frags [alvo_name] = 1 else _overall_combat.frags [alvo_name] = _overall_combat.frags [alvo_name] + 1 end _current_combat.frags_need_refresh = true _overall_combat.frags_need_refresh = true --> encounter end local encounter_type = _detalhes.encounter.type if (encounter_type) then if (encounter_type == 1 or encounter_type == 2) then local npcTable = _detalhes.encounter.data local serial = tonumber (alvo_serial:sub (6, 10), 16) --vardump (npcTable) if (npcTable [serial] ~= nil) then --> ~= default false _detalhes.encounter.data [serial] = true --> check if it's done local its_done = true for npcID, killed in pairs (_detalhes.encounter.data) do if (not killed) then its_done = false --print ("npc",npcID,"NAO esta morto","quem morreu:",alvo_name) break else --print ("npc",npcID,"esta morto","quem morreu:",alvo_name) end end --> combat finished if (its_done) then if (_detalhes.debug) then _detalhes:Msg ("(debug) combat finished: encounter objective is completed") end --print ("saindo do combate") _detalhes:SairDoCombate (true) end end end end --> player death elseif (not _UnitIsFeignDeath (alvo_name)) then if ( --> player in your group _bit_band (alvo_flags, AFFILIATION_GROUP) ~= 0 and --> must be a player _bit_band (alvo_flags, OBJECT_TYPE_PLAYER) ~= 0 and --> must be in combat _in_combat ) then --> true dead was a attempt to get the last hit because parser sometimes send the dead token before send the hit wich really killed the actor --> but unfortunately seems parser not send at all any damage after actor dead --_detalhes:ScheduleTimer ("TrueDead", 1, {time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags}) _current_misc_container.need_refresh = true _overall_misc_container.need_refresh = true --> combat totals _current_total [4].dead = _current_total [4].dead + 1 _overall_total [4].dead = _overall_total [4].dead + 1 _current_gtotal [4].dead = _current_gtotal [4].dead + 1 _overall_gtotal [4].dead = _overall_gtotal [4].dead + 1 --> main actor no container de misc que irá armazenar a morte local este_jogador, meu_dono = misc_cache [alvo_name] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador, meu_dono, who_name = _current_misc_container:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) if (not meu_dono) then --> se não for um pet, adicionar no cache misc_cache [alvo_name] = este_jogador end end --> monta a estrutura da morte pegando a tabela de dano e a tabela de cura local dano = _current_combat[1]:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) --> container do dano local cura = _current_combat[2]:PegarCombatente (alvo_serial, alvo_name, alvo_flags, true) --> container da cura --> objeto da morte local esta_morte = {} --> adiciona a tabela da morte apenas os DANOS recentes for index, tabela in _ipairs (dano.last_events_table) do --print ("PARSER 3 dano", unpack (tabela)) if (tabela [4]) then if (tabela [4] + 12 > time) then --> mostra apenas eventos recentes esta_morte [#esta_morte+1] = tabela end end end --> adiciona a tabela da morte apenas as CURAS recentes if (cura.last_events_table) then for index, tabela in _ipairs (cura.last_events_table) do --print ("PARSER 3 cura", unpack (tabela)) if (tabela [4]) then if (tabela [4] + 12 > time) then esta_morte [#esta_morte+1] = tabela end end end end _table_sort (esta_morte, _detalhes.Sort4) if (_detalhes.deadlog_limit and #esta_morte > _detalhes.deadlog_limit) then for i = #esta_morte, _detalhes.deadlog_limit+1, -1 do _table_remove (esta_morte, i) end end if (este_jogador.last_cooldown) then local t = {} t [1] = 2 --> true if this is a damage || false for healing || 1 for cooldown usage || 2 for last cooldown t [2] = este_jogador.last_cooldown[2] --> spellid || false if this is a battle ress line t [3] = 1 --> amount of damage or healing t [4] = este_jogador.last_cooldown[1] --> parser time t [5] = 0 --> current unit heal t [6] = alvo_name --> source name esta_morte [#esta_morte+1] = t else local t = {} t [1] = 2 --> true if this is a damage || false for healing || 1 for cooldown usage || 2 for last cooldown t [2] = 0 --> spellid || false if this is a battle ress line t [3] = 0 --> amount of damage or healing t [4] = 0 --> parser time t [5] = 0 --> current unit heal t [6] = alvo_name --> source name esta_morte [#esta_morte+1] = t end local decorrido = _tempo - _current_combat.start_time local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60) local t = {esta_morte, time, este_jogador.nome, este_jogador.classe, _UnitHealthMax (alvo_name), minutos.."m "..segundos.."s", ["dead"] = true} --print ("A morte teve "..#esta_morte.." eventos") _table_insert (_current_combat.last_events_tables, #_current_combat.last_events_tables+1, t) _table_insert (_overall_combat.last_events_tables, #_current_combat.last_events_tables+1, t) --> reseta a pool dano.last_events_table = _detalhes:CreateActorLastEventTable() cura.last_events_table = _detalhes:CreateActorLastEventTable() end end end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> core local token_list = { -- neutral ["SPELL_SUMMON"] = parser.summon, } --serach key: ~capture _detalhes.capture_types = {"damage", "heal", "energy", "miscdata", "aura", "spellcast"} function _detalhes:CaptureIsAllEnabled() for _, _thisType in _ipairs (_detalhes.capture_types) do if (not _detalhes.capture_real [_thisType]) then return false end end return true end function _detalhes:CaptureIsEnabled (capture) if (_detalhes.capture_real [capture]) then return true end return false end function _detalhes:CaptureRefresh() for _, _thisType in _ipairs (_detalhes.capture_types) do if (_detalhes.capture_current [_thisType]) then _detalhes:CaptureEnable (_thisType) else _detalhes:CaptureDisable (_thisType) end end end function _detalhes:CaptureGet (capture_type) return _detalhes.capture_real [capture_type] end function _detalhes:CaptureSet (on_off, capture_type, real, time) if (real) then --> hard switch _detalhes.capture_real [capture_type] = on_off _detalhes.capture_current [capture_type] = on_off else --> soft switch _detalhes.capture_current [capture_type] = on_off if (time) then _detalhes:ScheduleTimer ("CaptureTimeout", time, capture_type) end end _detalhes:CaptureRefresh() end function _detalhes:CaptureTimeout (capture_type) _detalhes.capture_current [capture_type] = _detalhes.capture_real [capture_type] _detalhes:CaptureRefresh() end function _detalhes:CaptureDisable (capture_type) capture_type = string.lower (capture_type) if (capture_type == "damage") then token_list ["SPELL_PERIODIC_DAMAGE"] = nil token_list ["SPELL_EXTRA_ATTACKS"] = nil token_list ["SPELL_DAMAGE"] = nil token_list ["SWING_DAMAGE"] = nil token_list ["RANGE_DAMAGE"] = nil token_list ["DAMAGE_SHIELD"] = nil token_list ["DAMAGE_SPLIT"] = nil token_list ["RANGE_MISSED"] = nil token_list ["SWING_MISSED"] = nil token_list ["SPELL_MISSED"] = nil elseif (capture_type == "heal") then token_list ["SPELL_HEAL"] = nil token_list ["SPELL_PERIODIC_HEAL"] = nil _recording_healing = false elseif (capture_type == "aura") then token_list ["SPELL_AURA_APPLIED"] = parser.buff token_list ["SPELL_AURA_REMOVED"] = parser.unbuff token_list ["SPELL_AURA_REFRESH"] = parser.buff_refresh _recording_buffs_and_debuffs = false elseif (capture_type == "energy") then token_list ["SPELL_ENERGIZE"] = nil token_list ["SPELL_PERIODIC_ENERGIZE"] = nil elseif (capture_type == "spellcast") then token_list ["SPELL_CAST_SUCCESS"] = nil elseif (capture_type == "miscdata") then -- dispell token_list ["SPELL_DISPEL"] = nil token_list ["SPELL_STOLEN"] = nil -- cc broke token_list ["SPELL_AURA_BROKEN"] = nil token_list ["SPELL_AURA_BROKEN_SPELL"] = nil -- ress token_list ["SPELL_RESURRECT"] = nil -- interrupt token_list ["SPELL_INTERRUPT"] = nil -- dead token_list ["UNIT_DIED"] = nil token_list ["UNIT_DESTROYED"] = nil end end --"ENVIRONMENTAL_DAMAGE" --> damage aplied by enviorement like lava. --SPELL_PERIODIC_MISSED --> need research --DAMAGE_SHIELD_MISSED --> need research --SPELL_EXTRA_ATTACKS --> need research --SPELL_DRAIN --> need research --SPELL_LEECH --> need research --SPELL_PERIODIC_DRAIN --> need research --SPELL_PERIODIC_LEECH --> need research --SPELL_DISPEL_FAILED --> need research function _detalhes:CaptureEnable (capture_type) capture_type = string.lower (capture_type) if (capture_type == "damage") then token_list ["SPELL_PERIODIC_DAMAGE"] = parser.spell_dmg token_list ["SPELL_EXTRA_ATTACKS"] = parser.spell_dmg token_list ["SPELL_DAMAGE"] = parser.spell_dmg token_list ["SWING_DAMAGE"] = parser.swing token_list ["RANGE_DAMAGE"] = parser.range token_list ["DAMAGE_SHIELD"] = parser.spell_dmg token_list ["DAMAGE_SPLIT"] = parser.spell_dmg token_list ["RANGE_MISSED"] = parser.rangemissed token_list ["SWING_MISSED"] = parser.swingmissed token_list ["SPELL_MISSED"] = parser.missed elseif (capture_type == "heal") then token_list ["SPELL_HEAL"] = parser.heal token_list ["SPELL_PERIODIC_HEAL"] = parser.heal _recording_healing = true elseif (capture_type == "aura") then token_list ["SPELL_AURA_APPLIED"] = parser.buff token_list ["SPELL_AURA_REMOVED"] = parser.unbuff token_list ["SPELL_AURA_REFRESH"] = parser.buff_refresh _recording_buffs_and_debuffs = true elseif (capture_type == "energy") then token_list ["SPELL_ENERGIZE"] = parser.energize token_list ["SPELL_PERIODIC_ENERGIZE"] = parser.energize elseif (capture_type == "spellcast") then token_list ["SPELL_CAST_SUCCESS"] = parser.spellcast elseif (capture_type == "miscdata") then -- dispell token_list ["SPELL_DISPEL"] = parser.dispell token_list ["SPELL_STOLEN"] = parser.dispell -- cc broke token_list ["SPELL_AURA_BROKEN"] = parser.break_cc token_list ["SPELL_AURA_BROKEN_SPELL"] = parser.break_cc -- ress token_list ["SPELL_RESURRECT"] = parser.ress -- interrupt token_list ["SPELL_INTERRUPT"] = parser.interrupt -- dead token_list ["UNIT_DIED"] = parser.dead token_list ["UNIT_DESTROYED"] = parser.dead end end -- PARSER --serach key: ~parser ~event function _detalhes:OnEvent (evento, ...) --print (evento, select (1, ...)) if (evento == "ZONE_CHANGED_NEW_AREA" or evento == "PLAYER_ENTERING_WORLD") then local zoneName, zoneType, _, _, _, _, _, zoneMapID = _GetInstanceInfo() _detalhes.zone_type = zoneType _detalhes.zone_id = zoneMapID _detalhes.zone_name = zoneName if (zoneType == "pvp") then if (not _current_combat.pvp) then --print ("Battleground found, starting new combat table") _detalhes:EntrarEmCombate() --> sinaliza que esse combate é pvp _current_combat.pvp = true _current_combat.is_boss = {index = 0, name = zoneName, zone = ZoneName, mapid = ZoneMapID, encounter = zoneType} _detalhes.listener:RegisterEvent ("CHAT_MSG_BG_SYSTEM_NEUTRAL") end else if (_detalhes:IsInInstance()) then _detalhes.last_instance = zoneMapID end if (_current_combat.pvp) then _current_combat.pvp = false end end _detalhes:SchedulePetUpdate (7) return elseif (evento == "CHAT_MSG_BG_SYSTEM_NEUTRAL") then local frase = _select (1, ...) --> reset combat timer if ( (frase:find ("The battle") and frase:find ("has begun!") ) and _current_combat.pvp) then local tempo_do_combate = _tempo - _current_combat.start_time _detalhes.tabela_overall.start_time = _detalhes.tabela_overall.start_time + tempo_do_combate _current_combat.start_time = _tempo _detalhes.listener:UnregisterEvent ("CHAT_MSG_BG_SYSTEM_NEUTRAL") end return elseif (evento == "UNIT_PET") then --_detalhes.container_pets:BuscarPets() _detalhes:SchedulePetUpdate (1) elseif (evento == "PLAYER_REGEN_DISABLED") then -- Entrou em Combate --> inicia um timer para pegar qual é a luta: if (_detalhes.EncounterInformation [_detalhes.zone_id]) then _detalhes:ScheduleTimer ("ReadBossFrames", 1) end if (not _detalhes:CaptureGet ("damage")) then _detalhes:EntrarEmCombate() end --> essa parte do solo mode ainda sera usada? if (_detalhes.solo and _detalhes.PluginCount.SOLO > 0) then --> solo mode local esta_instancia = _detalhes.tabela_instancias[_detalhes.solo] esta_instancia.atualizando = true end return elseif (evento == "PLAYER_REGEN_ENABLED") then --> essa parte do solo mode ainda sera usada? if (_detalhes.solo and _detalhes.PluginCount.SOLO > 0) then --> aqui, tentativa de fazer o timer da janela do Solo funcionar corretamente: if (_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Stop) then _detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Stop() end end return elseif (evento == "GROUP_ROSTER_UPDATE") then if (not _detalhes.in_group) then _detalhes.in_group = IsInGroup() or IsInRaid() if (_detalhes.in_group) then --> entrou num grupo _detalhes:IniciarColetaDeLixo (true) _detalhes:WipePets() _detalhes:SchedulePetUpdate (1) end else _detalhes.in_group = IsInGroup() or IsInRaid() if (not _detalhes.in_group) then --> saiu do grupo _detalhes:IniciarColetaDeLixo (true) _detalhes:WipePets() _detalhes:SchedulePetUpdate (1) _table_wipe (_detalhes.details_users) else _detalhes:SchedulePetUpdate (2) _detalhes:CheckDetailsUsers() end end --_detalhes.container_pets:BuscarPets() _detalhes:SchedulePetUpdate (6) return elseif (evento == "PARTY_MEMBERS_CHANGED") then --> Nothing to do here return elseif (evento == "PARTY_CONVERTED_TO_RAID") then --> Nothing to do here return elseif (evento == "INSTANCE_ENCOUNTER_ENGAGE_UNIT") then --> Nothing to do here return elseif (evento == "PLAYER_LOGOUT") then --> close info window _detalhes:FechaJanelaInfo() --> leave combat start save tables if (_detalhes.in_combat) then _detalhes:SairDoCombate() end return _detalhes:SaveData() elseif (evento == "ADDON_LOADED") then local addon_name = _select (1, ...) if (addon_name == "Details") then _detalhes:LoadData() _detalhes:UpdateParserGears() _detalhes:Start() end return end end _detalhes.listener:SetScript ("OnEvent", _detalhes.OnEvent) function _detalhes:OnParserEvent (evento, time, token, hidding, who_serial, who_name, who_flags, who_flags2, alvo_serial, alvo_name, alvo_flags, alvo_flags2, ...) local funcao = token_list [token] if (funcao) then return funcao (nil, token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, ... ) else return end end _detalhes.parser_frame:SetScript ("OnEvent", _detalhes.OnParserEvent) function _detalhes:UpdateParser() _tempo = _detalhes._tempo end function _detalhes:PrintParserCacheIndexes() local amount = 0 for n, nn in pairs (damage_cache) do amount = amount + 1 end print ("parser damage_cache", amount) amount = 0 for n, nn in pairs (damage_cache_pets) do amount = amount + 1 end print ("parser damage_cache_pets", amount) amount = 0 for n, nn in pairs (damage_cache_petsOwners) do amount = amount + 1 end print ("parser damage_cache_petsOwners", amount) amount = 0 for n, nn in pairs (healing_cache) do amount = amount + 1 end print ("parser healing_cache", amount) amount = 0 for n, nn in pairs (energy_cache) do amount = amount + 1 end print ("parser energy_cache", amount) amount = 0 for n, nn in pairs (misc_cache) do amount = amount + 1 end print ("parser misc_cache", amount) print ("group damage", #_detalhes.cache_damage_group) print ("group damage", #_detalhes.cache_healing_group) end function _detalhes:ClearParserCache() --> clear cache | not sure if replacing the old table is the best approach _table_wipe (damage_cache) _table_wipe (damage_cache_pets) _table_wipe (damage_cache_petsOwners) _table_wipe (healing_cache) _table_wipe (energy_cache) _table_wipe (misc_cache) damage_cache = setmetatable ({}, _detalhes.weaktable) damage_cache_pets = setmetatable ({}, _detalhes.weaktable) damage_cache_petsOwners = setmetatable ({}, _detalhes.weaktable) healing_cache = setmetatable ({}, _detalhes.weaktable) energy_cache = setmetatable ({}, _detalhes.weaktable) misc_cache = setmetatable ({}, _detalhes.weaktable) end function _detalhes:UptadeRaidMembersCache() _table_wipe (raid_members_cache) if (_IsInRaid()) then for i = 1, _GetNumGroupMembers() do raid_members_cache [_UnitGUID ("raid"..i)] = true end elseif (_IsInGroup()) then for i = 1, _GetNumGroupMembers()-1 do raid_members_cache [_UnitGUID ("party"..i)] = true end raid_members_cache [_UnitGUID ("player")] = true else raid_members_cache [_UnitGUID ("player")] = true end end --serach key: ~cache function _detalhes:UpdateParserGears() --> refresh combat tables _current_combat = _detalhes.tabela_vigente _overall_combat = _detalhes.tabela_overall --> refresh total containers _current_total = _current_combat.totals _current_gtotal = _current_combat.totals_grupo _overall_total = _overall_combat.totals _overall_gtotal = _overall_combat.totals_grupo --> refresh actors containers _current_damage_container = _current_combat [1] _overall_damage_container = _overall_combat [1] _current_heal_container = _current_combat [2] _overall_heal_container = _overall_combat [2] _current_energy_container = _current_combat [3] _overall_energy_container = _overall_combat [3] _current_misc_container = _current_combat [4] _overall_misc_container = _overall_combat [4] --> refresh data capture options _recording_self_buffs = _detalhes.RecordPlayerSelfBuffs --_recording_healing = _detalhes.RecordHealingDone --_recording_took_damage = _detalhes.RecordRealTimeTookDamage _recording_ability_with_buffs = _detalhes.RecordPlayerAbilityWithBuffs _in_combat = _detalhes.in_combat return _detalhes:ClearParserCache() end --serach key: ~api ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> details api functions --> number of combat function _detalhes:GetCombatId() return _detalhes.combat_id end --> if in combat function _detalhes:IsInCombat() return _in_combat end --> get combat function _detalhes:GetCombat (_combat) if (not _combat) then return _current_combat elseif (_type (_combat) == "number") then if (_combat == -1) then --> overall return _overall_combat elseif (_combat == 0) then --> current return _current_combat else return _detalhes.tabela_historico.tabelas [_combat] end elseif (_type (_combat) == "string") then if (_combat == "overall") then return _overall_combat elseif (_combat == "current") then return _current_combat end end return nil end function _detalhes:GetAllActors (_combat, _actorname) return _detalhes:GetActor (_combat, 1, _actorname), _detalhes:GetActor (_combat, 2, _actorname), _detalhes:GetActor (_combat, 3, _actorname), _detalhes:GetActor (_combat, 4, _actorname) end --> get an actor function _detalhes:GetActor (_combat, _attribute, _actorname) if (not _combat) then _combat = "current" --> current combat end if (not _attribute) then _attribute = 1 --> damage end if (not _actorname) then _actorname = _detalhes.playername end if (_combat == 0 or _combat == "current") then local actor = _detalhes.tabela_vigente (_attribute, _actorname) if (actor) then return actor else return nil --_detalhes:NewError ("Current combat doesn't have an actor called ".. _actorname) end elseif (_combat == -1 or _combat == "overall") then local actor = _detalhes.tabela_overall (_attribute, _actorname) if (actor) then return actor else return nil --_detalhes:NewError ("Combat overall doesn't have an actor called ".. _actorname) end elseif (type (_combat) == "number") then local _combatOnHistoryTables = _detalhes.tabela_historico.tabelas [_combat] if (_combatOnHistoryTables) then local actor = _combatOnHistoryTables (_attribute, _actorname) if (actor) then return actor else return nil --_detalhes:NewError ("Combat ".. _combat .." doesn't have an actor called ".. _actorname) end else return nil --_detalhes:NewError ("Combat ".._combat.." not found.") end else return nil --_detalhes:NewError ("Couldn't find a combat object for passed parameters") end end