----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local _detalhes = _G._detalhes local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" ) local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0") local _tempo = time() local _ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> local pointers local _math_floor = math.floor --lua local local _math_max = math.max --lua local local _ipairs = ipairs --lua local local _pairs = pairs --lua local local _table_wipe = table.wipe --lua local local _bit_band = bit.band --lua local local _GetInstanceInfo = GetInstanceInfo --wow api local local _UnitExists = UnitExists --wow api local local _UnitGUID = UnitGUID --wow api local local _UnitName = UnitName --wow api local local _GetTime = GetTime local _IsAltKeyDown = IsAltKeyDown local _IsShiftKeyDown = IsShiftKeyDown local _IsControlKeyDown = IsControlKeyDown local atributo_damage = _detalhes.atributo_damage --details local local atributo_heal = _detalhes.atributo_heal --details local local atributo_energy = _detalhes.atributo_energy --details local local atributo_misc = _detalhes.atributo_misc --details local local atributo_custom = _detalhes.atributo_custom --details local local info = _detalhes.janela_info --details local ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> constants local modo_GROUP = _detalhes.modos.group local modo_ALL = _detalhes.modos.all local class_type_dano = _detalhes.atributos.dano local OBJECT_TYPE_PETS = 0x00003000 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> details api functions --> try to find the opponent of last fight, can be called during a fight as well function _detalhes:FindEnemy() local ZoneName, InstanceType, DifficultyID, _, _, _, _, ZoneMapID = _GetInstanceInfo() local in_instance = IsInInstance() --> garrison returns party as instance type. if ((InstanceType == "party" or InstanceType == "raid") and in_instance) then if (InstanceType == "party") then if (_detalhes:GetBossNames (_detalhes.zone_id)) then return Loc ["STRING_SEGMENT_TRASH"] end else return Loc ["STRING_SEGMENT_TRASH"] end end for _, actor in _ipairs (_detalhes.tabela_vigente[class_type_dano]._ActorTable) do if (not actor.grupo and not actor.owner and not actor.nome:find ("[*]") and _bit_band (actor.flag_original, 0x00000060) ~= 0) then --> 0x20+0x40 neutral + enemy reaction for name, _ in _pairs (actor.targets) do if (name == _detalhes.playername) then return actor.nome else local _target_actor = _detalhes.tabela_vigente (class_type_dano, name) if (_target_actor and _target_actor.grupo) then return actor.nome end end end end end for _, actor in _ipairs (_detalhes.tabela_vigente[class_type_dano]._ActorTable) do if (actor.grupo and not actor.owner) then for target_name, _ in _pairs (actor.targets) do return target_name end end end return Loc ["STRING_UNKNOW"] end -- try get the current encounter name during the encounter local boss_found_not_registered = function (t, ZoneName, ZoneMapID, DifficultyID) local boss_table = { index = 0, name = t[1], encounter = t[1], zone = ZoneName, mapid = ZoneMapID, diff = DifficultyID, diff_string = select (4, GetInstanceInfo()), ej_instance_id = t[5], id = t[2], bossimage = t[4], } _detalhes.tabela_vigente.is_boss = boss_table end local boss_found = function (index, name, zone, mapid, diff, encounterid) local ejid = EJ_GetCurrentInstance() if (ejid == 0) then ejid = _detalhes:GetInstanceEJID() end local boss_table = { index = index, name = name, encounter = name, zone = zone, mapid = mapid, diff = diff, diff_string = select (4, GetInstanceInfo()), ej_instance_id = ejid, id = encounterid, } if (not _detalhes:IsRaidRegistered (mapid) and _detalhes.zone_type == "raid") then local boss_list = _detalhes:GetCurrentDungeonBossListFromEJ() if (boss_list) then local ActorsContainer = _detalhes.tabela_vigente [class_type_dano]._ActorTable if (ActorsContainer) then for index, Actor in _ipairs (ActorsContainer) do if (not Actor.grupo) then if (boss_list [Actor.nome]) then Actor.boss = true boss_table.bossimage = boss_list [Actor.nome][4] break end end end end end end _detalhes.tabela_vigente.is_boss = boss_table if (_detalhes.in_combat and not _detalhes.leaving_combat) then --> catch boss function if any local bossFunction, bossFunctionType = _detalhes:GetBossFunction (ZoneMapID, BossIndex) if (bossFunction) then if (_bit_band (bossFunctionType, 0x1) ~= 0) then --realtime _detalhes.bossFunction = bossFunction _detalhes.tabela_vigente.bossFunction = _detalhes:ScheduleTimer ("bossFunction", 1) end end if (_detalhes.zone_type ~= "raid") then local endType, endData = _detalhes:GetEncounterEnd (ZoneMapID, BossIndex) if (endType and endData) then if (_detalhes.debug) then _detalhes:Msg ("(debug) setting boss end type to:", endType) end _detalhes.encounter_end_table.type = endType _detalhes.encounter_end_table.killed = {} _detalhes.encounter_end_table.data = {} if (type (endData) == "table") then if (_detalhes.debug) then _detalhes:Msg ("(debug) boss type is table:", endType) end if (endType == 1 or endType == 2) then for _, npcID in ipairs (endData) do _detalhes.encounter_end_table.data [npcID] = false end end else if (endType == 1 or endType == 2) then _detalhes.encounter_end_table.data [endData] = false end end end end end --> we the boss was found during the combat table creation, we must postpone the event trigger if (not _detalhes.tabela_vigente.IsBeingCreated) then _detalhes:SendEvent ("COMBAT_BOSS_FOUND", nil, index, name) _detalhes:CheckFor_SuppressedWindowsOnEncounterFound() end return boss_table end function _detalhes:ReadBossFrames() if (_detalhes.tabela_vigente.is_boss) then return --no need to check end if (_detalhes.encounter_table.name) then local encounter_table = _detalhes.encounter_table return boss_found (encounter_table.index, encounter_table.name, encounter_table.zone, encounter_table.mapid, encounter_table.diff, encounter_table.id) end for index = 1, 5, 1 do if (_UnitExists ("boss"..index)) then local guid = _UnitGUID ("boss"..index) if (guid) then local serial = _detalhes:GetNpcIdFromGuid (guid) if (serial) then local ZoneName, _, DifficultyID, _, _, _, _, ZoneMapID = _GetInstanceInfo() local BossIds = _detalhes:GetBossIds (ZoneMapID) if (BossIds) then local BossIndex = BossIds [serial] if (BossIndex) then if (_detalhes.debug) then _detalhes:Msg ("(debug) boss found:",_detalhes:GetBossName (ZoneMapID, BossIndex)) end return boss_found (BossIndex, _detalhes:GetBossName (ZoneMapID, BossIndex), ZoneName, ZoneMapID, DifficultyID) end end end end end end end --try to get the encounter name after the encounter (can be called during the combat as well) function _detalhes:FindBoss (noJournalSearch) if (_detalhes.encounter_table.name) then local encounter_table = _detalhes.encounter_table return boss_found (encounter_table.index, encounter_table.name, encounter_table.zone, encounter_table.mapid, encounter_table.diff, encounter_table.id) end local ZoneName, InstanceType, DifficultyID, _, _, _, _, ZoneMapID = _GetInstanceInfo() local BossIds = _detalhes:GetBossIds (ZoneMapID) if (BossIds) then local BossIndex = nil local ActorsContainer = _detalhes.tabela_vigente [class_type_dano]._ActorTable if (ActorsContainer) then for index, Actor in _ipairs (ActorsContainer) do if (not Actor.grupo) then local serial = _detalhes:GetNpcIdFromGuid (Actor.serial) if (serial) then BossIndex = BossIds [serial] if (BossIndex) then Actor.boss = true return boss_found (BossIndex, _detalhes:GetBossName (ZoneMapID, BossIndex), ZoneName, ZoneMapID, DifficultyID) end end end end end end noJournalSearch = true --> disabling the scan on encounter journal if (not noJournalSearch) then local in_instance = IsInInstance() --> garrison returns party as instance type. if ((InstanceType == "party" or InstanceType == "raid") and in_instance) then local boss_list = _detalhes:GetCurrentDungeonBossListFromEJ() if (boss_list) then local ActorsContainer = _detalhes.tabela_vigente [class_type_dano]._ActorTable if (ActorsContainer) then for index, Actor in _ipairs (ActorsContainer) do if (not Actor.grupo) then if (boss_list [Actor.nome]) then Actor.boss = true return boss_found_not_registered (boss_list [Actor.nome], ZoneName, ZoneMapID, DifficultyID) end end end end end end end return false end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> internal functions -- _detalhes.statistics = {container_calls = 0, container_pet_calls = 0, container_unknow_pet = 0, damage_calls = 0, heal_calls = 0, absorbs_calls = 0, energy_calls = 0, pets_summons = 0} -- ~start ~inicio ~novo ñovo function _detalhes:EntrarEmCombate (...) if (_detalhes.debug) then --_detalhes:Msg ("(debug) |cFFFFFF00started a new combat|r|cFFFF7700", _detalhes.encounter_table and _detalhes.encounter_table.name or "") --local from = debugstack (2, 1, 0) --print (from) end if (not _detalhes.tabela_historico.tabelas[1]) then _detalhes.tabela_overall = _detalhes.combate:NovaTabela() _detalhes:InstanciaCallFunction (_detalhes.ResetaGump, nil, -1) --> reseta scrollbar, iterators, rodapé, etc _detalhes:InstanciaCallFunction (_detalhes.InstanciaFadeBarras, -1) --> esconde todas as barras _detalhes:InstanciaCallFunction (_detalhes.AtualizaSegmentos) --> atualiza o showing end --> re-lock nos tempos da tabela passada -- lock again last table times _detalhes.tabela_vigente:TravarTempos() local n_combate = _detalhes:NumeroCombate (1) --aumenta o contador de combates -- combat number up --> cria a nova tabela de combates -- create new table local ultimo_combate = _detalhes.tabela_vigente _detalhes.tabela_vigente = _detalhes.combate:NovaTabela (true, _detalhes.tabela_overall, n_combate, ...) --cria uma nova tabela de combate --> flag this combat as being created _detalhes.tabela_vigente.IsBeingCreated = true _detalhes.tabela_vigente.previous_combat = ultimo_combate _detalhes.tabela_vigente:seta_data (_detalhes._detalhes_props.DATA_TYPE_START) --seta na tabela do combate a data do inicio do combate -- setup time data _detalhes.in_combat = true --sinaliza ao addon que há um combate em andamento -- in combat flag up _detalhes.tabela_vigente.combat_id = n_combate --> grava o número deste combate na tabela atual -- setup combat id on new table _detalhes.last_combat_pre_pot_used = nil _detalhes:FlagCurrentCombat() --> é o timer que ve se o jogador ta em combate ou não -- check if any party or raid members are in combat _detalhes.tabela_vigente.verifica_combate = _detalhes:ScheduleRepeatingTimer ("EstaEmCombate", 1) _detalhes:ClearCCPetsBlackList() _table_wipe (_detalhes.encounter_end_table) _table_wipe (_detalhes.pets_ignored) _table_wipe (_detalhes.pets_no_owner) _detalhes.container_pets:BuscarPets() _table_wipe (_detalhes.cache_damage_group) _table_wipe (_detalhes.cache_healing_group) _detalhes:UpdateParserGears() --> get all buff already applied before the combat start _detalhes:CatchRaidBuffUptime ("BUFF_UPTIME_IN") _detalhes:CatchRaidDebuffUptime ("DEBUFF_UPTIME_IN") _detalhes:UptadeRaidMembersCache() --> we already have boss information? build .is_boss table if (_detalhes.encounter_table.id and _detalhes.encounter_table ["start"] >= GetTime() - 3 and not _detalhes.encounter_table ["end"]) then local encounter_table = _detalhes.encounter_table --> boss_found will trigger "COMBAT_BOSS_FOUND" event, but at this point of the combat creation is safe to send it boss_found (encounter_table.index, encounter_table.name, encounter_table.zone, encounter_table.mapid, encounter_table.diff, encounter_table.id) else --> if we don't have this infor right now, lets check in few seconds dop if (_detalhes.EncounterInformation [_detalhes.zone_id]) then _detalhes:ScheduleTimer ("ReadBossFrames", 1) _detalhes:ScheduleTimer ("ReadBossFrames", 30) end end --> if the window is showing current segment, switch it for the new combat --> also if the window has auto current, jump to current segment _detalhes:InstanciaCallFunction (_detalhes.TrocaSegmentoAtual, _detalhes.tabela_vigente.is_boss and true) --> clear hosts and make the cloud capture stuff _detalhes.host_of = nil _detalhes.host_by = nil if (_detalhes.in_group and _detalhes.cloud_capture) then if (_detalhes:IsInInstance() or _detalhes.debug) then if (not _detalhes:CaptureIsAllEnabled()) then _detalhes:ScheduleSendCloudRequest() --if (_detalhes.debug) then -- _detalhes:Msg ("(debug) requesting a cloud server.") --end end else --if (_detalhes.debug) then -- _detalhes:Msg ("(debug) isn't inside a registred instance", _detalhes:IsInInstance()) --end end else --if (_detalhes.debug) then -- _detalhes:Msg ("(debug) isn't in group or cloud is turned off", _detalhes.in_group, _detalhes.cloud_capture) --end end --> hide / alpha / switch in combat for index, instancia in ipairs (_detalhes.tabela_instancias) do if (instancia.ativa) then --instancia:SetCombatAlpha (nil, nil, true) --passado para o regen disable instancia:CheckSwitchOnCombatStart (true) end end _detalhes:InstanceCall (_detalhes.CheckPsUpdate) --> combat creation is completed, remove the flag _detalhes.tabela_vigente.IsBeingCreated = nil _detalhes:SendEvent ("COMBAT_PLAYER_ENTER", nil, _detalhes.tabela_vigente, _detalhes.encounter_table and _detalhes.encounter_table.id) if (_detalhes.tabela_vigente.is_boss) then --> the encounter was found through encounter_start event _detalhes:SendEvent ("COMBAT_BOSS_FOUND", nil, _detalhes.tabela_vigente.is_boss.index, _detalhes.tabela_vigente.is_boss.name) end _detalhes:CheckSwitchToCurrent() _detalhes:CheckForTextTimeCounter (true) --> stop bar testing if any _detalhes:StopTestBarUpdate() end function _detalhes:DelayedSyncAlert() local lower_instance = _detalhes:GetLowerInstanceNumber() if (lower_instance) then lower_instance = _detalhes:GetInstance (lower_instance) if (lower_instance) then if (not lower_instance:HaveInstanceAlert()) then lower_instance:InstanceAlert (Loc ["STRING_EQUILIZING"], {[[Interface\COMMON\StreamCircle]], 22, 22, true}, 5, {function() end}) end end end end -- ~end ~leave function _detalhes:SairDoCombate (bossKilled, from_encounter_end) if (_detalhes.debug) then _detalhes:Msg ("(debug) |cFFFFFF00ended a combat|r|cFFFF7700", _detalhes.encounter_table and _detalhes.encounter_table.name or "") end --> in case of something somehow someway call to close the same combat a second time. if (_detalhes.tabela_vigente == _detalhes.last_closed_combat) then return end _detalhes.last_closed_combat = _detalhes.tabela_vigente --if (_detalhes.statistics) then -- for k, v in pairs (_detalhes.statistics) do -- print (k, v) -- end --end _detalhes.leaving_combat = true _detalhes.last_combat_time = _tempo if (_detalhes.schedule_remove_overall and not from_encounter_end and not InCombatLockdown()) then if (_detalhes.debug) then _detalhes:Msg ("(debug) found schedule overall data deletion.") end _detalhes.schedule_remove_overall = false _detalhes.tabela_historico:resetar_overall() end _detalhes:CatchRaidBuffUptime ("BUFF_UPTIME_OUT") _detalhes:CatchRaidDebuffUptime ("DEBUFF_UPTIME_OUT") _detalhes:CloseEnemyDebuffsUptime() --> check if this isn't a boss and try to find a boss in the segment if (not _detalhes.tabela_vigente.is_boss) then --> if this is a mythic+ dungeon, do not scan for encounter journal boss names in the actor list _detalhes:FindBoss() --> still didn't find the boss if (not _detalhes.tabela_vigente.is_boss) then local ZoneName, _, DifficultyID, _, _, _, _, ZoneMapID = _GetInstanceInfo() local findboss = _detalhes:GetRaidBossFindFunction (ZoneMapID) if (findboss) then local BossIndex = findboss() if (BossIndex) then boss_found (BossIndex, _detalhes:GetBossName (ZoneMapID, BossIndex), ZoneName, ZoneMapID, DifficultyID) end end end end if (_detalhes.tabela_vigente.bossFunction) then _detalhes:CancelTimer (_detalhes.tabela_vigente.bossFunction) _detalhes.tabela_vigente.bossFunction = nil end --> finaliza a checagem se esta ou não no combate -- finish combat check if (_detalhes.tabela_vigente.verifica_combate) then _detalhes:CancelTimer (_detalhes.tabela_vigente.verifica_combate) _detalhes.tabela_vigente.verifica_combate = nil end --> lock timers _detalhes.tabela_vigente:TravarTempos() --> get waste shields if (_detalhes.close_shields) then _detalhes:CloseShields (_detalhes.tabela_vigente) end --> salva hora, minuto, segundo do fim da luta _detalhes.tabela_vigente:seta_data (_detalhes._detalhes_props.DATA_TYPE_END) _detalhes.tabela_vigente:seta_tempo_decorrido() --> drop last events table to garbage collector _detalhes.tabela_vigente.player_last_events = {} --> flag instance type local _, InstanceType = _GetInstanceInfo() _detalhes.tabela_vigente.instance_type = InstanceType if (not _detalhes.tabela_vigente.is_boss and from_encounter_end and type (from_encounter_end) == "table") then local encounterID, encounterName, difficultyID, raidSize, endStatus = unpack (from_encounter_end) if (encounterID) then local ZoneName, InstanceType, DifficultyID, DifficultyName, _, _, _, ZoneMapID = GetInstanceInfo() local ejid = EJ_GetCurrentInstance() if (ejid == 0) then ejid = _detalhes:GetInstanceEJID() end local _, boss_index = _detalhes:GetBossEncounterDetailsFromEncounterId (ZoneMapID, encounterID) _detalhes.tabela_vigente.is_boss = { index = boss_index or 0, name = encounterName, encounter = encounterName, zone = ZoneName, mapid = ZoneMapID, diff = DifficultyID, diff_string = DifficultyName, ej_instance_id = ejid or 0, id = encounterID, } end end --> tag as a mythic dungeon segment, can be any type of segment, this tag also avoid the segment to be tagged as trash if (_detalhes.MythicPlus.Started) then _detalhes.tabela_vigente.is_mythic_dungeon_segment = true _detalhes.tabela_vigente.is_mythic_dungeon_run_id = _detalhes.mythic_dungeon_id else local mythicLevel = C_ChallengeMode.GetActiveKeystoneInfo() if (mythicLevel and mythicLevel >= 2) then _detalhes.tabela_vigente.is_mythic_dungeon_segment = true _detalhes.tabela_vigente.is_mythic_dungeon_run_id = _detalhes.mythic_dungeon_id end end if (not _detalhes.tabela_vigente.is_boss) then if (_detalhes.tabela_vigente.is_pvp or _detalhes.tabela_vigente.is_arena) then _detalhes:FlagActorsOnPvPCombat() end if (_detalhes.tabela_vigente.is_arena) then _detalhes.tabela_vigente.enemy = "[" .. ARENA .. "] " .. _detalhes.tabela_vigente.is_arena.name end local in_instance = IsInInstance() --> garrison returns party as instance type. if ((InstanceType == "party" or InstanceType == "raid") and in_instance) then if (InstanceType == "party") then if (not _detalhes.tabela_vigente.is_mythic_dungeon_segment) then --> tag the combat as trash clean up _detalhes.tabela_vigente.is_trash = true else local zoneName, instanceType, difficultyID, difficultyName, maxPlayers, dynamicDifficulty, isDynamic, instanceMapID, instanceGroupSize = GetInstanceInfo() _detalhes.tabela_vigente.is_mythic_dungeon_trash = { ZoneName = zoneName, MapID = instanceMapID, Level = _detalhes.MythicPlus.Level, EJID = _detalhes.MythicPlus.ejID, } end else _detalhes.tabela_vigente.is_trash = true end else if (not in_instance) then if (_detalhes.world_combat_is_trash) then _detalhes.tabela_vigente.is_temporary = true end end end if (not _detalhes.tabela_vigente.enemy) then local enemy = _detalhes:FindEnemy() if (enemy and _detalhes.debug) then _detalhes:Msg ("(debug) enemy found", enemy) end _detalhes.tabela_vigente.enemy = enemy end if (_detalhes.debug) then -- _detalhes:Msg ("(debug) forcing equalize actors behavior.") -- _detalhes:EqualizeActorsSchedule (_detalhes.host_of) end --> verifica memoria _detalhes:FlagActorsOnCommonFight() --fight_component --_detalhes:CheckMemoryAfterCombat() -- 7.2.5 is doing some weird errors even out of combat else if (not InCombatLockdown() and not UnitAffectingCombat ("player")) then _detalhes:FlagActorsOnBossFight() else _detalhes.schedule_flag_boss_components = true end local boss_id = _detalhes.encounter_table.id if (bossKilled) then _detalhes.tabela_vigente.is_boss.killed = true --> add to storage if (not InCombatLockdown() and not UnitAffectingCombat ("player") and not _detalhes.logoff_saving_data) then --_detalhes.StoreEncounter() local successful, errortext = pcall (_detalhes.StoreEncounter) if (not successful) then _detalhes:Msg ("error occurred on StoreEncounter():", errortext) end else _detalhes.schedule_store_boss_encounter = true end _detalhes:SendEvent ("COMBAT_BOSS_DEFEATED", nil, _detalhes.tabela_vigente) _detalhes:CheckFor_TrashSuppressionOnEncounterEnd() else _detalhes:SendEvent ("COMBAT_BOSS_WIPE", nil, _detalhes.tabela_vigente) end --if (_detalhes:GetBossDetails (_detalhes.tabela_vigente.is_boss.mapid, _detalhes.tabela_vigente.is_boss.index) or ) then _detalhes.tabela_vigente.is_boss.index = _detalhes.tabela_vigente.is_boss.index or 1 _detalhes.tabela_vigente.enemy = _detalhes.tabela_vigente.is_boss.encounter if (_detalhes.tabela_vigente.instance_type == "raid") then _detalhes.last_encounter2 = _detalhes.last_encounter _detalhes.last_encounter = _detalhes.tabela_vigente.is_boss.name if (_detalhes.pre_pot_used) then _detalhes.last_combat_pre_pot_used = table_deepcopy (_detalhes.pre_pot_used) end if (_detalhes.pre_pot_used and _detalhes.announce_prepots.enabled) then _detalhes:Msg (_detalhes.pre_pot_used or "") _detalhes.pre_pot_used = nil end end if (from_encounter_end) then _detalhes.tabela_vigente:SetEndTime (_detalhes.encounter_table ["end"] or GetTime()) end --> encounter boss function local bossFunction, bossFunctionType = _detalhes:GetBossFunction (_detalhes.tabela_vigente.is_boss.mapid or 0, _detalhes.tabela_vigente.is_boss.index or 0) if (bossFunction) then if (_bit_band (bossFunctionType, 0x2) ~= 0) then --end of combat if (not InCombatLockdown() and not UnitAffectingCombat ("player") and not _detalhes.logoff_saving_data) then local successful, errortext = pcall (bossFunction, _detalhes.tabela_vigente) if (not successful) then _detalhes:Msg ("error occurred on Encounter Boss Function:", errortext) end else _detalhes.schedule_boss_function_run = bossFunction end end end if (_detalhes.tabela_vigente.instance_type == "raid") then --> schedule captures off _detalhes:CaptureSet (false, "damage", false, 15) _detalhes:CaptureSet (false, "energy", false, 15) _detalhes:CaptureSet (false, "aura", false, 15) _detalhes:CaptureSet (false, "energy", false, 15) _detalhes:CaptureSet (false, "spellcast", false, 15) if (_detalhes.debug) then _detalhes:Msg ("(debug) freezing parser for 15 seconds.") end end --> schedule sync _detalhes:EqualizeActorsSchedule (_detalhes.host_of) if (_detalhes:GetEncounterEqualize (_detalhes.tabela_vigente.is_boss.mapid, _detalhes.tabela_vigente.is_boss.index)) then _detalhes:ScheduleTimer ("DelayedSyncAlert", 3) end --else -- if (_detalhes.debug) then -- _detalhes:EqualizeActorsSchedule (_detalhes.host_of) -- end --end end if (_detalhes.solo) then --> debuffs need a checkup, not well functional right now _detalhes.CloseSoloDebuffs() end local tempo_do_combate = _detalhes.tabela_vigente:GetCombatTime() local invalid_combat if ((tempo_do_combate >= _detalhes.minimum_combat_time or not _detalhes.tabela_historico.tabelas[1]) and not _detalhes.tabela_vigente.discard_segment) then _detalhes.tabela_historico:adicionar (_detalhes.tabela_vigente) --move a tabela atual para dentro do histórico _detalhes:CanSendMissData() else invalid_combat = _detalhes.tabela_vigente --in case of a forced discard segment, just check a second time if we have a previous combat. if (not _detalhes.tabela_historico.tabelas[1]) then _detalhes.tabela_vigente = _detalhes.tabela_vigente else _detalhes.tabela_vigente = _detalhes.tabela_historico.tabelas[1] --> pega a tabela do ultimo combate end if (_detalhes.tabela_vigente:GetStartTime() == 0) then --_detalhes.tabela_vigente.start_time = _detalhes._tempo _detalhes.tabela_vigente:SetStartTime (_GetTime()) --_detalhes.tabela_vigente.end_time = _detalhes._tempo _detalhes.tabela_vigente:SetEndTime (_GetTime()) end _detalhes.tabela_vigente.resincked = true --> tabela foi descartada, precisa atualizar os baseframes // precisa atualizer todos ou apenas o overall? _detalhes:InstanciaCallFunction (_detalhes.AtualizarJanela) if (_detalhes.solo) then local esta_instancia = _detalhes.tabela_instancias[_detalhes.solo] if (_detalhes.SoloTables.CombatID == _detalhes:NumeroCombate()) then --> significa que o solo mode validou o combate, como matar um bixo muito low level com uma só porrada if (_detalhes.SoloTables.CombatIDLast and _detalhes.SoloTables.CombatIDLast ~= 0) then --> volta os dados da luta anterior _detalhes.SoloTables.CombatID = _detalhes.SoloTables.CombatIDLast else if (_detalhes.RefreshSolo) then _detalhes:RefreshSolo() end _detalhes.SoloTables.CombatID = nil end end end _detalhes:NumeroCombate (-1) end _detalhes.host_of = nil _detalhes.host_by = nil if (_detalhes.cloud_process) then _detalhes:CancelTimer (_detalhes.cloud_process) end _detalhes.in_combat = false _detalhes.leaving_combat = false _detalhes:OnCombatPhaseChanged() _table_wipe (_detalhes.tabela_vigente.PhaseData.damage_section) _table_wipe (_detalhes.tabela_vigente.PhaseData.heal_section) _table_wipe (_detalhes.cache_damage_group) _table_wipe (_detalhes.cache_healing_group) _detalhes:UpdateParserGears() --> hide / alpha in combat for index, instancia in ipairs (_detalhes.tabela_instancias) do if (instancia.ativa) then --instancia:SetCombatAlpha (nil, nil, true) --passado para o regen enabled if (instancia.auto_switch_to_old) then instancia:CheckSwitchOnCombatEnd() end end end _detalhes.pre_pot_used = nil --> do not wipe the encounter table if is in the argus encounter ~REMOVE on 8.0 if (_detalhes.encounter_table and _detalhes.encounter_table.id ~= 2092) then _table_wipe (_detalhes.encounter_table) else if (_detalhes.debug) then _detalhes:Msg ("(debug) in argus encounter, cannot wipe the encounter table.") end end _detalhes:InstanceCall (_detalhes.CheckPsUpdate) if (invalid_combat) then _detalhes:SendEvent ("COMBAT_INVALID") _detalhes:SendEvent ("COMBAT_PLAYER_LEAVE", nil, invalid_combat) else _detalhes:SendEvent ("COMBAT_PLAYER_LEAVE", nil, _detalhes.tabela_vigente) end _detalhes:CheckForTextTimeCounter() _detalhes.StoreSpells() end function _detalhes:GetPlayersInArena() local aliados = GetNumGroupMembers() -- LE_PARTY_CATEGORY_HOME for i = 1, aliados-1 do local role = UnitGroupRolesAssigned ("party" .. i) if (role ~= "NONE") then local name = GetUnitName ("party" .. i, true) _detalhes.arena_table [name] = {role = role} end end local role = UnitGroupRolesAssigned ("player") if (role ~= "NONE") then local name = GetUnitName ("player", true) _detalhes.arena_table [name] = {role = role} end if (_detalhes.debug) then _detalhes:Msg ("(debug) Found", oponentes, "enemies and", aliados, "allies") end end local string_arena_enemyteam_damage = [[ local combat = _detalhes:GetCombat ("current") local total = 0 for _, actor in combat[1]:ListActors() do if (actor.arena_enemy) then total = total + actor.total end end return total ]] local string_arena_myteam_damage = [[ local combat = _detalhes:GetCombat ("current") local total = 0 for _, actor in combat[1]:ListActors() do if (actor.arena_ally) then total = total + actor.total end end return total ]] local string_arena_enemyteam_heal = [[ local combat = _detalhes:GetCombat ("current") local total = 0 for _, actor in combat[2]:ListActors() do if (actor.arena_enemy) then total = total + actor.total end end return total ]] local string_arena_myteam_heal = [[ local combat = _detalhes:GetCombat ("current") local total = 0 for _, actor in combat[2]:ListActors() do if (actor.arena_ally) then total = total + actor.total end end return total ]] function _detalhes:CreateArenaSegment() _detalhes:GetPlayersInArena() _detalhes.arena_begun = true _detalhes.start_arena = nil if (_detalhes.in_combat) then _detalhes:SairDoCombate() end --> registra os gráficos _detalhes:TimeDataRegister ("Your Team Damage", string_arena_myteam_damage, nil, "Details!", "v1.0", [[Interface\ICONS\Ability_DualWield]], true, true) _detalhes:TimeDataRegister ("Enemy Team Damage", string_arena_enemyteam_damage, nil, "Details!", "v1.0", [[Interface\ICONS\Ability_DualWield]], true, true) _detalhes:TimeDataRegister ("Your Team Healing", string_arena_myteam_heal, nil, "Details!", "v1.0", [[Interface\ICONS\Ability_DualWield]], true, true) _detalhes:TimeDataRegister ("Enemy Team Healing", string_arena_enemyteam_heal, nil, "Details!", "v1.0", [[Interface\ICONS\Ability_DualWield]], true, true) --> inicia um novo combate _detalhes:EntrarEmCombate() --> sinaliza que esse combate é arena _detalhes.tabela_vigente.arena = true _detalhes.tabela_vigente.is_arena = {name = _detalhes.zone_name, zone = _detalhes.zone_name, mapid = _detalhes.zone_id} _detalhes:SendEvent ("COMBAT_ARENA_START") end function _detalhes:StartArenaSegment (...) if (_detalhes.debug) then _detalhes:Msg ("(debug) starting a new arena segment.") end local timerType, timeSeconds, totalTime = select (1, ...) if (_detalhes.start_arena) then _detalhes:CancelTimer (_detalhes.start_arena, true) end _detalhes.start_arena = _detalhes:ScheduleTimer ("CreateArenaSegment", timeSeconds) _detalhes:GetPlayersInArena() end function _detalhes:EnteredInArena() if (_detalhes.debug) then _detalhes:Msg ("(debug) the player EnteredInArena().") end _detalhes.arena_begun = false _detalhes:GetPlayersInArena() end function _detalhes:LeftArena() if (_detalhes.debug) then _detalhes:Msg ("(debug) player LeftArena().") end _detalhes.is_in_arena = false _detalhes.arena_begun = false if (_detalhes.start_arena) then _detalhes:CancelTimer (_detalhes.start_arena, true) end _detalhes:TimeDataUnregister ("Your Team Damage") _detalhes:TimeDataUnregister ("Enemy Team Damage") _detalhes:TimeDataUnregister ("Your Team Healing") _detalhes:TimeDataUnregister ("Enemy Team Healing") _detalhes:SendEvent ("COMBAT_ARENA_END") end local validSpells = { [220893] = {class = "ROGUE", spec = 261, maxPercent = 0.075, container = 1, commID = "MISSDATA_ROGUE_SOULRIP"}, --[11366] = {class = "MAGE", spec = 63, maxPercent = 0.9, container = 1, commID = "MISSDATA_ROGUE_SOULRIP"}, } function _detalhes:CanSendMissData() if (not IsInRaid() and not IsInGroup()) then return end local _, playerClass = UnitClass ("player") local specIndex = GetSpecialization() local playerSpecID if (specIndex) then playerSpecID = GetSpecializationInfo (specIndex) end if (playerSpecID and playerClass) then for spellID, t in pairs (validSpells) do if (playerClass == t.class and playerSpecID == t.spec) then _detalhes:SendMissData (spellID, t.container, _detalhes.network.ids [t.commID]) end end end return false end function _detalhes:SendMissData (spellID, containerType, commID) local combat = _detalhes.tabela_vigente if (combat) then local damageActor = combat (containerType, _detalhes.playername) if (damageActor) then local spell = damageActor.spells:GetSpell (spellID) if (spell) then local data = { [1] = containerType, [2] = spellID, [3] = spell.total, [4] = spell.counter } if (_detalhes.debug) then _detalhes:Msg ("(debug) sending miss data packet:", spellID, containerType, commID) end _detalhes:SendRaidOrPartyData (commID, data) end end end end function _detalhes.HandleMissData (playerName, data) local combat = _detalhes.tabela_vigente if (_detalhes.debug) then _detalhes:Msg ("(debug) miss data received from:", playerName, "spellID:", data [2], data [3], data [4]) end if (combat) then local containerType = data[1] if (type (containerType) ~= "number" or containerType < 1 or containerType > 4) then return end local damageActor = combat (containerType, playerName) if (damageActor) then local spellID = data[2] --a spellID has been passed? if (not spellID or type (spellID) ~= "number") then return end local validateSpell = validSpells [spellID] if (not validateSpell) then --is a valid spell? return end --does the target player fit in the spell requirement on OUR end? local class, spec, maxPercent = validateSpell.class, validateSpell.spec, validateSpell.maxPercent if (class ~= damageActor.classe or spec ~= damageActor.spec) then return end local total, counter = data[3], data[4] if (type (total) ~= "number" or type (counter) ~= "number") then return end if (total > (damageActor.total * maxPercent)) then return end local spellObject = damageActor.spells:PegaHabilidade (spellID, true) if (spellObject) then if (spellObject.total < total and total > 0 and damageActor.nome ~= _detalhes.playername) then local difference = total - spellObject.total if (difference > 0) then spellObject.total = total spellObject.counter = counter damageActor.total = damageActor.total + difference combat [containerType].need_refresh = true if (_detalhes.debug) then _detalhes:Msg ("(debug) miss data successful added from:", playerName, data [2], "difference:", difference) end end end end end end end function _detalhes:MakeEqualizeOnActor (player, realm, receivedActor) if (true) then --> disabled for testing return end local combat = _detalhes:GetCombat ("current") local damage, heal, energy, misc = _detalhes:GetAllActors ("current", player) if (not damage and not heal and not energy and not misc) then --> try adding server name damage, heal, energy, misc = _detalhes:GetAllActors ("current", player.."-"..realm) if (not damage and not heal and not energy and not misc) then --> not found any actor object, so we need to create local actorName if (realm ~= GetRealmName()) then actorName = player.."-"..realm else actorName = player end local guid = _detalhes:FindGUIDFromName (player) -- 0x512 normal party -- 0x514 normal raid if (guid) then damage = combat [1]:PegarCombatente (guid, actorName, 0x514, true) heal = combat [2]:PegarCombatente (guid, actorName, 0x514, true) energy = combat [3]:PegarCombatente (guid, actorName, 0x514, true) misc = combat [4]:PegarCombatente (guid, actorName, 0x514, true) if (_detalhes.debug) then _detalhes:Msg ("(debug) equalize received actor:", actorName, damage, heal) end else if (_detalhes.debug) then _detalhes:Msg ("(debug) equalize couldn't get guid for player ",player) end end end end combat[1].need_refresh = true combat[2].need_refresh = true combat[3].need_refresh = true combat[4].need_refresh = true if (damage) then if (damage.total < receivedActor [1][1]) then if (_detalhes.debug) then _detalhes:Msg (player .. " damage before: " .. damage.total .. " damage received: " .. receivedActor [1][1]) end damage.total = receivedActor [1][1] end if (damage.damage_taken < receivedActor [1][2]) then damage.damage_taken = receivedActor [1][2] end if (damage.friendlyfire_total < receivedActor [1][3]) then damage.friendlyfire_total = receivedActor [1][3] end end if (heal) then if (heal.total < receivedActor [2][1]) then heal.total = receivedActor [2][1] end if (heal.totalover < receivedActor [2][2]) then heal.totalover = receivedActor [2][2] end if (heal.healing_taken < receivedActor [2][3]) then heal.healing_taken = receivedActor [2][3] end end if (energy) then if (energy.mana and (receivedActor [3][1] > 0 and energy.mana < receivedActor [3][1])) then energy.mana = receivedActor [3][1] end if (energy.e_rage and (receivedActor [3][2] > 0 and energy.e_rage < receivedActor [3][2])) then energy.e_rage = receivedActor [3][2] end if (energy.e_energy and (receivedActor [3][3] > 0 and energy.e_energy < receivedActor [3][3])) then energy.e_energy = receivedActor [3][3] end if (energy.runepower and (receivedActor [3][4] > 0 and energy.runepower < receivedActor [3][4])) then energy.runepower = receivedActor [3][4] end end if (misc) then if (misc.interrupt and (receivedActor [4][1] > 0 and misc.interrupt < receivedActor [4][1])) then misc.interrupt = receivedActor [4][1] end if (misc.dispell and (receivedActor [4][2] > 0 and misc.dispell < receivedActor [4][2])) then misc.dispell = receivedActor [4][2] end end end function _detalhes:EqualizePets() --> check for pets without owner for _, actor in _ipairs (_detalhes.tabela_vigente[1]._ActorTable) do --> have flag and the flag tell us he is a pet if (actor.flag_original and bit.band (actor.flag_original, OBJECT_TYPE_PETS) ~= 0) then --> do not have owner and he isn't on owner container if (not actor.owner and not _detalhes.tabela_pets.pets [actor.serial]) then _detalhes:SendPetOwnerRequest (actor.serial, actor.nome) end end end end function _detalhes:EqualizeActorsSchedule (host_of) --> store pets sent through 'needpetowner' _detalhes.sent_pets = _detalhes.sent_pets or {n = time()} if (_detalhes.sent_pets.n+20 < time()) then _table_wipe (_detalhes.sent_pets) _detalhes.sent_pets.n = time() end --> pet equilize disabled on details 1.4.0 --_detalhes:ScheduleTimer ("EqualizePets", 1+math.random()) --> do not equilize if there is any disabled capture --if (_detalhes:CaptureIsAllEnabled()) then _detalhes:ScheduleTimer ("EqualizeActors", 2+math.random()+math.random() , host_of) --end end function _detalhes:EqualizeActors (host_of) --> Disabling the sync. Since WoD combatlog are sent between player on phased zones during encounters. if (not host_of or true) then --> full disabled for testing return end if (_detalhes.debug) then _detalhes:Msg ("(debug) sending equilize actor data") end local damage, heal, energy, misc if (host_of) then damage, heal, energy, misc = _detalhes:GetAllActors ("current", host_of) else damage, heal, energy, misc = _detalhes:GetAllActors ("current", _detalhes.playername) end if (damage) then damage = {damage.total or 0, damage.damage_taken or 0, damage.friendlyfire_total or 0} else damage = {0, 0, 0} end if (heal) then heal = {heal.total or 0, heal.totalover or 0, heal.healing_taken or 0} else heal = {0, 0, 0} end if (energy) then energy = {energy.mana or 0, energy.e_rage or 0, energy.e_energy or 0, energy.runepower or 0} else energy = {0, 0, 0, 0} end if (misc) then misc = {misc.interrupt or 0, misc.dispell or 0} else misc = {0, 0} end local data = {damage, heal, energy, misc} --> envia os dados do proprio host pra ele antes if (host_of) then _detalhes:SendRaidDataAs (_detalhes.network.ids.CLOUD_EQUALIZE, host_of, nil, data) _detalhes:EqualizeActors() else _detalhes:SendRaidData (_detalhes.network.ids.CLOUD_EQUALIZE, data) end end function _detalhes:FlagActorsOnPvPCombat() for class_type, container in _ipairs (_detalhes.tabela_vigente) do for _, actor in _ipairs (container._ActorTable) do actor.pvp_component = true end end end function _detalhes:FlagActorsOnBossFight() for class_type, container in _ipairs (_detalhes.tabela_vigente) do for _, actor in _ipairs (container._ActorTable) do actor.boss_fight_component = true end end end local fight_component = function (energy_container, misc_container, name) local on_energy = energy_container._ActorTable [energy_container._NameIndexTable [name]] if (on_energy) then on_energy.fight_component = true end local on_misc = misc_container._ActorTable [misc_container._NameIndexTable [name]] if (on_misc) then on_misc.fight_component = true end end function _detalhes:FlagActorsOnCommonFight() local damage_container = _detalhes.tabela_vigente [1] local healing_container = _detalhes.tabela_vigente [2] local energy_container = _detalhes.tabela_vigente [3] local misc_container = _detalhes.tabela_vigente [4] for class_type, container in _ipairs ({damage_container, healing_container}) do for _, actor in _ipairs (container._ActorTable) do if (actor.grupo) then if (class_type == 1 or class_type == 2) then for target_name, amount in _pairs (actor.targets) do local target_object = container._ActorTable [container._NameIndexTable [target_name]] if (target_object) then target_object.fight_component = true fight_component (energy_container, misc_container, target_name) end end if (class_type == 1) then for damager_actor, _ in _pairs (actor.damage_from) do local target_object = container._ActorTable [container._NameIndexTable [damager_actor]] if (target_object) then target_object.fight_component = true fight_component (energy_container, misc_container, damager_actor) end end elseif (class_type == 2) then for healer_actor, _ in _pairs (actor.healing_from) do local target_object = container._ActorTable [container._NameIndexTable [healer_actor]] if (target_object) then target_object.fight_component = true fight_component (energy_container, misc_container, healer_actor) end end end end end end end end function _detalhes:AtualizarJanela (instancia, _segmento) if (_segmento) then --> apenas atualizar janelas que estejam mostrando o segmento solicitado if (_segmento == instancia.segmento) then instancia:TrocaTabela (instancia, instancia.segmento, instancia.atributo, instancia.sub_atributo, true) end else if (instancia.modo == modo_GROUP or instancia.modo == modo_ALL) then instancia:TrocaTabela (instancia, instancia.segmento, instancia.atributo, instancia.sub_atributo, true) end end end function _detalhes:PostponeInstanceToCurrent (instance) if ( not instance.last_interaction or ( (instance.ativa) and (instance.last_interaction+3 < _tempo) and (not DetailsReportWindow or not DetailsReportWindow:IsShown()) and (not _detalhes.janela_info:IsShown()) ) ) then instance._postponing_current = nil if (instance.segmento == 0) then return _detalhes:TrocaSegmentoAtual (instance) else return end end if (instance.is_interacting and instance.last_interaction < _tempo) then instance.last_interaction = _tempo end instance._postponing_current = _detalhes:ScheduleTimer ("PostponeInstanceToCurrent", 1, instance) end function _detalhes:TrocaSegmentoAtual (instancia, is_encounter) if (instancia.segmento == 0 and instancia.baseframe and instancia.ativa) then if (not is_encounter) then if (instancia.is_interacting) then if (not instancia.last_interaction or instancia.last_interaction < _tempo) then instancia.last_interaction = _tempo or time() end end if ((instancia.last_interaction and (instancia.last_interaction+3 > _detalhes._tempo)) or (DetailsReportWindow and DetailsReportWindow:IsShown()) or (_detalhes.janela_info:IsShown())) then --> postpone instancia._postponing_current = _detalhes:ScheduleTimer ("PostponeInstanceToCurrent", 1, instancia) return end end --print ("==> Changing the Segment now! - control.lua 1220") instancia.last_interaction = _tempo - 4 --pode setar, completou o ciclo instancia._postponing_current = nil instancia.showing = _detalhes.tabela_vigente instancia:ResetaGump() _detalhes.gump:Fade (instancia, "in", nil, "barras") end end function _detalhes:SetTrashSuppression (n) assert (type (n) == "number", "SetTrashSuppression expects a number on index 1.") if (n < 0) then n = 0 end _detalhes.instances_suppress_trash = n end function _detalhes:CheckFor_SuppressedWindowsOnEncounterFound() for _, instance in _detalhes:ListInstances() do if (instance.ativa and instance.baseframe and (not instance.last_interaction or instance.last_interaction > _tempo) and instance.segmento == 0) then _detalhes:TrocaSegmentoAtual (instance, true) end end end function _detalhes:CheckFor_EnabledTrashSuppression() if (_detalhes.HasTrashSuppression and _detalhes.HasTrashSuppression > _tempo) then self.last_interaction = _detalhes.HasTrashSuppression end end function _detalhes:SetTrashSuppressionAfterEncounter() _detalhes:InstanceCall ("CheckFor_EnabledTrashSuppression") end function _detalhes:CheckFor_TrashSuppressionOnEncounterEnd() if (_detalhes.instances_suppress_trash > 0) then _detalhes.HasTrashSuppression = _tempo + _detalhes.instances_suppress_trash --> delaying in 3 seconds for other stuff like auto open windows after combat. _detalhes:ScheduleTimer ("SetTrashSuppressionAfterEncounter", 3) end end --> internal GetCombatId() version function _detalhes:NumeroCombate (flag) if (flag == 0) then _detalhes.combat_id = 0 elseif (flag) then _detalhes.combat_id = _detalhes.combat_id + flag end return _detalhes.combat_id end --> tooltip fork / search key: ~tooltip local avatarPoint = {"bottomleft", "topleft", -3, -4} local backgroundPoint = {{"bottomleft", "topleft", 0, -3}, {"bottomright", "topright", 0, -3}} local textPoint = {"left", "right", -11, -5} local avatarTexCoord = {0, 1, 0, 1} local backgroundColor = {0, 0, 0, 0.6} local avatarTextColor = {1, 1, 1, 1} function _detalhes:AddTooltipReportLineText() GameCooltip:AddLine (Loc ["STRING_CLICK_REPORT_LINE1"], Loc ["STRING_CLICK_REPORT_LINE2"]) GameCooltip:AddStatusBar (100, 1, 0, 0, 0, 0.8) end function _detalhes:AddTooltipBackgroundStatusbar (side) if (not side) then GameCooltip:AddStatusBar (100, 1, unpack (_detalhes.tooltip.background)) else GameCooltip:AddStatusBar (100, 2, unpack (_detalhes.tooltip.background)) end end function _detalhes:AddTooltipHeaderStatusbar (r, g, b, a) local r, g, b, a, statusbarGlow, backgroundBar = unpack (_detalhes.tooltip.header_statusbar) GameCooltip:AddStatusBar (100, 1, r, g, b, a, statusbarGlow, backgroundBar, "Skyline") end -- /run local a,b=_detalhes.tooltip.header_statusbar,0.3;a[1]=b;a[2]=b;a[3]=b;a[4]=0.8; function _detalhes:AddTooltipSpellHeaderText (headerText, headerColor, amount, iconTexture, L, R, T, B) if (_detalhes.tooltip.show_amount) then GameCooltip:AddLine (headerText, "x" .. amount .. "", nil, headerColor, 1, 1, 1, .4, _detalhes.tooltip.fontsize_title) else GameCooltip:AddLine (headerText, nil, nil, headerColor, nil, _detalhes.tooltip.fontsize_title) end if (iconTexture) then GameCooltip:AddIcon (iconTexture, 1, 1, 14, 14, L or 0, R or 1, T or 0, B or 1) end end local bgColor, borderColor = {0.37, 0.37, 0.37, .75}, {.30, .30, .30, .3} function _detalhes:BuildInstanceBarTooltip (frame) local GameCooltip = GameCooltip GameCooltip:Reset() GameCooltip:SetType ("tooltip") GameCooltip:SetOption ("TextSize", _detalhes.tooltip.fontsize) GameCooltip:SetOption ("TextFont", _detalhes.tooltip.fontface) GameCooltip:SetOption ("TextColor", _detalhes.tooltip.fontcolor) GameCooltip:SetOption ("TextColorRight", _detalhes.tooltip.fontcolor_right) GameCooltip:SetOption ("TextShadow", _detalhes.tooltip.fontshadow and "OUTLINE") GameCooltip:SetOption ("LeftBorderSize", -4) GameCooltip:SetOption ("RightBorderSize", 4) GameCooltip:SetOption ("ButtonsYMod", 4) GameCooltip:SetOption ("RightTextMargin", 0) GameCooltip:SetOption ("MinWidth", _math_max (230, self.baseframe:GetWidth()*0.9)) GameCooltip:SetOption ("StatusBarTexture", [[Interface\AddOns\Details\images\bar_background]]) --GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, backgroundColor, _detalhes.tooltip_border_color) --{.090, .090, .188, .1} GameCooltip:SetBackdrop (1, _detalhes.cooltip_preset2_backdrop, bgColor, borderColor) local myPoint = _detalhes.tooltip.anchor_point local anchorPoint = _detalhes.tooltip.anchor_relative local x_Offset = _detalhes.tooltip.anchor_offset[1] local y_Offset = _detalhes.tooltip.anchor_offset[2] if (_detalhes.tooltip.anchored_to == 1) then GameCooltip:SetHost (frame, myPoint, anchorPoint, x_Offset, y_Offset) else GameCooltip:SetHost (DetailsTooltipAnchor, myPoint, anchorPoint, x_Offset, y_Offset) end end function _detalhes:MontaTooltip (frame, qual_barra, keydown) self:BuildInstanceBarTooltip (frame) local GameCooltip = GameCooltip local esta_barra = self.barras [qual_barra] --> barra que o mouse passou em cima e irá mostrar o tooltip local objeto = esta_barra.minha_tabela --> pega a referencia da tabela --> retorna a classe_damage ou classe_heal if (not objeto) then --> a barra não possui um objeto return false end --verifica por tooltips especiais: if (objeto.dead) then --> é uma barra de dead return _detalhes:ToolTipDead (self, objeto, esta_barra, keydown) --> instância, [morte], barra elseif (objeto.byspell) then return _detalhes:ToolTipBySpell (self, objeto, esta_barra, keydown) elseif (objeto.frags) then return _detalhes:ToolTipFrags (self, objeto, esta_barra, keydown) elseif (objeto.boss_debuff) then return _detalhes:ToolTipVoidZones (self, objeto, esta_barra, keydown) end local t = objeto:ToolTip (self, qual_barra, esta_barra, keydown) --> instância, nº barra, objeto barra, keydown if (t) then if (objeto.serial and objeto.serial ~= "") then local avatar = NickTag:GetNicknameTable (objeto.serial, true) if (avatar and not _detalhes.ignore_nicktag) then if (avatar [2] and avatar [4] and avatar [1]) then GameCooltip:SetBannerImage (1, avatar [2], 80, 40, avatarPoint, avatarTexCoord, nil) --> overlay [2] avatar path GameCooltip:SetBannerImage (2, avatar [4], 200, 55, backgroundPoint, avatar [5], avatar [6]) --> background GameCooltip:SetBannerText (1, (not _detalhes.ignore_nicktag and avatar [1]) or objeto.nome, textPoint, avatarTextColor, 14, SharedMedia:Fetch ("font", _detalhes.tooltip.fontface)) --> text [1] nickname end else --if (_detalhes.remove_realm_from_name and objeto.displayName:find ("%*")) then -- GameCooltip:SetBannerImage (1, [[Interface\AddOns\Details\images\background]], 20, 30, avatarPoint, avatarTexCoord, {0, 0, 0, 0}) --> overlay [2] avatar path -- GameCooltip:SetBannerImage (2, [[Interface\PetBattles\Weather-BurntEarth]], 160, 30, {{"bottomleft", "topleft", 0, -5}, {"bottomright", "topright", 0, -5}}, {0.12, 0.88, 1, 0}, {0, 0, 0, 0.1}) --> overlay [2] avatar path {0, 0, 0, 0} -- GameCooltip:SetBannerText (1, objeto.nome, {"left", "left", 11, -8}, {1, 1, 1, 0.7}, 10, SharedMedia:Fetch ("font", _detalhes.tooltip.fontface)) --> text [1] nickname --end end end GameCooltip:ShowCooltip() end end function _detalhes.gump:UpdateTooltip (qual_barra, esta_barra, instancia) if (_IsShiftKeyDown()) then return instancia:MontaTooltip (esta_barra, qual_barra, "shift") elseif (_IsControlKeyDown()) then return instancia:MontaTooltip (esta_barra, qual_barra, "ctrl") elseif (_IsAltKeyDown()) then return instancia:MontaTooltip (esta_barra, qual_barra, "alt") else return instancia:MontaTooltip (esta_barra, qual_barra) end end function _detalhes:EndRefresh (instancia, total, tabela_do_combate, showing) _detalhes:EsconderBarrasNaoUsadas (instancia, showing) end function _detalhes:EsconderBarrasNaoUsadas (instancia, showing) --> primeira atualização após uma mudança de segmento --> verifica se há mais barras sendo mostradas do que o necessário -------------------- if (instancia.v_barras) then --print ("mostrando", instancia.rows_showing, instancia.rows_created) for barra_numero = instancia.rows_showing+1, instancia.rows_created do _detalhes.gump:Fade (instancia.barras[barra_numero], "in") end instancia.v_barras = false if (instancia.rows_showing == 0 and instancia:GetSegment() == -1) then -- -1 overall data if (not instancia:IsShowingOverallDataWarning()) then local tutorial = _detalhes:GetTutorialCVar ("OVERALLDATA_WARNING1") or 0 if ((type (tutorial) == "number") and (tutorial < 10)) then _detalhes:SetTutorialCVar ("OVERALLDATA_WARNING1", tutorial + 1) instancia:ShowOverallDataWarning (true) end end else if (instancia:IsShowingOverallDataWarning()) then instancia:ShowOverallDataWarning (false) end end end return showing end --> call update functions function _detalhes:AtualizarALL (forcar) local tabela_do_combate = self.showing --> confere se a instância possui uma tabela válida if (not tabela_do_combate) then if (not self.freezed) then return self:Freeze() end return end local need_refresh = tabela_do_combate[self.atributo].need_refresh if (not need_refresh and not forcar) then return --> não precisa de refresh --else --tabela_do_combate[self.atributo].need_refresh = false end if (self.atributo == 1) then --> damage return atributo_damage:RefreshWindow (self, tabela_do_combate, forcar, nil, need_refresh) elseif (self.atributo == 2) then --> heal return atributo_heal:RefreshWindow (self, tabela_do_combate, forcar, nil, need_refresh) elseif (self.atributo == 3) then --> energy return atributo_energy:RefreshWindow (self, tabela_do_combate, forcar, nil, need_refresh) elseif (self.atributo == 4) then --> outros return atributo_misc:RefreshWindow (self, tabela_do_combate, forcar, nil, need_refresh) elseif (self.atributo == 5) then --> ocustom return atributo_custom:RefreshWindow (self, tabela_do_combate, forcar, nil, need_refresh) end end function _detalhes:ForceRefresh() self:AtualizaGumpPrincipal (true) end function _detalhes:AtualizaGumpPrincipal (instancia, forcar) if (not instancia or type (instancia) == "boolean") then --> o primeiro parâmetro não foi uma instância ou ALL forcar = instancia instancia = self end if (not forcar) then _detalhes.LastUpdateTick = _detalhes._tempo end if (instancia == -1) then --> update for index, esta_instancia in _ipairs (_detalhes.tabela_instancias) do if (esta_instancia.ativa) then if (esta_instancia.modo == modo_GROUP or esta_instancia.modo == modo_ALL) then esta_instancia:AtualizarALL (forcar) end end end --> marcar que não precisa ser atualizada for index, esta_instancia in _ipairs (_detalhes.tabela_instancias) do if (esta_instancia.ativa and esta_instancia.showing) then if (esta_instancia.modo == modo_GROUP or esta_instancia.modo == modo_ALL) then if (esta_instancia.atributo <= 4) then esta_instancia.showing [esta_instancia.atributo].need_refresh = false end end end end if (not forcar) then --atualizar o gump de detalhes também se ele estiver aberto if (info.ativo) then return info.jogador:MontaInfo() end end return else if (not instancia.ativa) then return end end if (instancia.modo == modo_ALL or instancia.modo == modo_GROUP) then return instancia:AtualizarALL (forcar) end end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> core function _detalhes:AutoEraseConfirm() local panel = _G.DetailsEraseDataConfirmation if (not panel) then panel = CreateFrame ("frame", "DetailsEraseDataConfirmation", UIParent) panel:SetSize (400, 85) panel:SetBackdrop ({bgFile = [[Interface\AddOns\Details\images\background]], tile = true, tileSize = 16, edgeFile = [[Interface\AddOns\Details\images\border_2]], edgeSize = 12}) panel:SetPoint ("center", UIParent) panel:SetBackdropColor (0, 0, 0, 0.4) panel:SetScript ("OnMouseDown", function (self, button) if (button == "RightButton") then panel:Hide() end end) --local icon = _detalhes.gump:CreateImage (panel, [[Interface\AddOns\Details\images\logotipo]], 512*0.4, 256*0.4) --icon:SetPoint ("bottomleft", panel, "topleft", -10, -11) local text = _detalhes.gump:CreateLabel (panel, Loc ["STRING_OPTIONS_CONFIRM_ERASE"], nil, nil, "GameFontNormal") text:SetPoint ("center", panel, "center") text:SetPoint ("top", panel, "top", 0, -10) local no = _detalhes.gump:CreateButton (panel, function() panel:Hide() end, 90, 20, Loc ["STRING_NO"]) no:SetPoint ("bottomleft", panel, "bottomleft", 30, 10) no:InstallCustomTexture (nil, nil, nil, nil, true) local yes = _detalhes.gump:CreateButton (panel, function() panel:Hide(); _detalhes.tabela_historico:resetar() end, 90, 20, Loc ["STRING_YES"]) yes:SetPoint ("bottomright", panel, "bottomright", -30, 10) yes:InstallCustomTexture (nil, nil, nil, nil, true) end panel:Show() end function _detalhes:CheckForAutoErase (mapid) if (_detalhes.last_instance_id ~= mapid) then _detalhes.tabela_historico:resetar_overall() if (_detalhes.segments_auto_erase == 2) then --ask _detalhes:ScheduleTimer ("AutoEraseConfirm", 1) elseif (_detalhes.segments_auto_erase == 3) then --erase _detalhes.tabela_historico:resetar() end else if (_tempo > _detalhes.last_instance_time + 21600) then --6 hours if (_detalhes.segments_auto_erase == 2) then --ask _detalhes:ScheduleTimer ("AutoEraseConfirm", 1) elseif (_detalhes.segments_auto_erase == 3) then --erase _detalhes.tabela_historico:resetar() end end end _detalhes.last_instance_id = mapid _detalhes.last_instance_time = _tempo --_detalhes.last_instance_time = 0 --debug end function _detalhes:UpdateControl() _tempo = _detalhes._tempo end