----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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 --wow api local local _GetUnitName = GetUnitName --wow api local 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 _UnitGroupRolesAssigned = UnitGroupRolesAssigned --wow api local local _GetTime = GetTime 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 --lua local local _GetSpellInfo = _detalhes.getspellinfo --details api 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_damageMiss_func = _detalhes.habilidade_dano.AddMiss --details local local spell_damageFF_func = _detalhes.habilidade_dano.AddFF --details local local spell_heal_func = _detalhes.habilidade_cura.Add --details local local spell_energy_func = _detalhes.habilidade_e_energy.Add --details local local spell_misc_func = _detalhes.habilidade_misc.Add --details local --> current combat and overall pointers local _current_combat = _detalhes.tabela_vigente or {} --> placeholder table --> total container pointers local _current_total = _current_combat.totals local _current_gtotal = _current_combat.totals_grupo --> actors container pointers local _current_damage_container = _current_combat [1] local _current_heal_container = _current_combat [2] local _current_energy_container = _current_combat [3] local _current_misc_container = _current_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) --> tanks local tanks_members_cache = setmetatable ({}, _detalhes.weaktable) --> damage and heal last events local last_events_cache = {} --> placeholder --> pets local container_pets = {} --> place holder ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> 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 local ENVIRONMENTAL_FALLING_NAME = Loc ["STRING_ENVIRONMENTAL_FALLING"] local ENVIRONMENTAL_DROWNING_NAME = Loc ["STRING_ENVIRONMENTAL_DROWNING"] local ENVIRONMENTAL_FATIGUE_NAME = Loc ["STRING_ENVIRONMENTAL_FATIGUE"] local ENVIRONMENTAL_FIRE_NAME = Loc ["STRING_ENVIRONMENTAL_FIRE"] local ENVIRONMENTAL_LAVA_NAME = Loc ["STRING_ENVIRONMENTAL_LAVA"] local ENVIRONMENTAL_SLIME_NAME = Loc ["STRING_ENVIRONMENTAL_SLIME"] --> recording data options flags local _recording_self_buffs = false local _recording_ability_with_buffs = false local _recording_healing = false local _recording_buffs_and_debuffs = false --> in combat flag local _in_combat = false --> hooks local _hook_cooldowns = false local _hook_deaths = false local _hook_battleress = false local _hook_interrupt = false local _hook_cooldowns_container = _detalhes.hooks ["HOOK_COOLDOWN"] local _hook_deaths_container = _detalhes.hooks ["HOOK_DEATH"] local _hook_battleress_container = _detalhes.hooks ["HOOK_BATTLERESS"] local _hook_interrupt_container = _detalhes.hooks ["HOOK_INTERRUPT"] ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> 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, isoffhand, multistrike) 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, isoffhand, multistrike) --> 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, isoffhand, multistrike) 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, isoffhand, multistrike) --> 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, isoffhand, multistrike) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (who_serial == "") then if (who_flags and _bit_band (who_flags, OBJECT_TYPE_PETS) ~= 0) then --> é um pet --> pets must have a 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 if (absorbed) then amount = absorbed + (amount or 0) end --> Fix for mage prismatic crystal --local npcId = _detalhes:GetNpcIdFromGuid (alvo_serial) --if (npcId == 76933) then -- return --end --using pattern, calling API is too slow here if (alvo_serial:match ("^Creature%-0%-%d+%-%d+%-%d+%-76933%-%w+$")) then return end --> Second try with :find -- it's 20% faster when comparing Npcs serials, but very slow when comparing other things. --if (alvo_serial:find ("-76933-")) then -- return --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) ) or (not _detalhes.in_group and who_flags and _bit_band (who_flags, AFFILIATION_GROUP) ~= 0) ) ) then --> não entra em combate se for DOT if (_detalhes.encounter_table.id and _detalhes.encounter_table ["start"] >= _G.time()-3 and _detalhes.announce_firsthit.enabled) then local link if (spellid <= 10) then link = _GetSpellInfo (spellid) else link = GetSpellLink (spellid) end _detalhes:Msg ("First hit: " .. (link or "") .. " from " .. (who_name or "Unknown")) end _detalhes:EntrarEmCombate (who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags) else --> entrar em combate se for dot e for do jogador e o ultimo combate ter sido a mais de 10 segundos atrás if (token == "SPELL_PERIODIC_DAMAGE" and who_name == _detalhes.playername) then if (_detalhes.last_combat_time+10 < _tempo) then _detalhes:EntrarEmCombate (who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags) end end end end --[[statistics]]-- _detalhes.statistics.damage_calls = _detalhes.statistics.damage_calls + 1 _current_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 --> se for spell actor if (who_name:find ("[*]")) then local _, _, icon = _GetSpellInfo (spellid or 1) este_jogador.spellicon = icon --print ("spell actor:", who_name, "icon:", icon) end end end elseif (meu_dono) then --> é um pet who_name = who_name .. " <" .. meu_dono.nome .. ">" 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 elseif (alvo_dono) then --> é um pet alvo_name = alvo_name .. " <" .. alvo_dono.nome .. ">" end --> last event este_jogador.last_event = _tempo ------------------------------------------------------------------------------------------------ --> group checks and avoidance if (este_jogador.grupo) then _current_gtotal [1] = _current_gtotal [1]+amount elseif (jogador_alvo.grupo) then --> record death log local t = last_events_cache [alvo_name] if (not t) then t = _current_combat:CreateLastEventsTable (alvo_name) end local i = t.n local this_event = t [i] this_event [1] = true --> true if this is a damage || false for healing this_event [2] = spellid --> spellid || false if this is a battle ress line this_event [3] = amount --> amount of damage or healing this_event [4] = time --> parser time this_event [5] = _UnitHealth (alvo_name) --> current unit heal this_event [6] = who_name --> source name this_event [7] = absorbed this_event [8] = school i = i + 1 if (i == 17) then t.n = 1 else t.n = i end --> record avoidance only for player actors if (tanks_members_cache [alvo_serial]) then --> autoshot or melee hit --> avoidance local avoidance = jogador_alvo.avoidance if (not avoidance) then jogador_alvo.avoidance = _detalhes:CreateActorAvoidanceTable() avoidance = jogador_alvo.avoidance end local overall = avoidance.overall local mob = avoidance [who_name] if (not mob) then --> if isn't in the table, build on the fly mob = _detalhes:CreateActorAvoidanceTable (true) avoidance [who_name] = mob end overall ["ALL"] = overall ["ALL"] + 1 --> qualtipo de hit ou absorb mob ["ALL"] = mob ["ALL"] + 1 --> qualtipo de hit ou absorb if (spellid < 3) then --> overall overall ["HITS"] = overall ["HITS"] + 1 mob ["HITS"] = mob ["HITS"] + 1 end --> absorbs status if (absorbed) then --> aqui pode ser apenas absorb parcial overall ["ABSORB"] = overall ["ABSORB"] + 1 overall ["PARTIAL_ABSORBED"] = overall ["PARTIAL_ABSORBED"] + 1 overall ["PARTIAL_ABSORB_AMT"] = overall ["PARTIAL_ABSORB_AMT"] + absorbed overall ["ABSORB_AMT"] = overall ["ABSORB_AMT"] + absorbed mob ["ABSORB"] = mob ["ABSORB"] + 1 mob ["PARTIAL_ABSORBED"] = mob ["PARTIAL_ABSORBED"] + 1 mob ["PARTIAL_ABSORB_AMT"] = mob ["PARTIAL_ABSORB_AMT"] + absorbed mob ["ABSORB_AMT"] = mob ["ABSORB_AMT"] + absorbed else --> adicionar aos hits sem absorbs overall ["FULL_HIT"] = overall ["FULL_HIT"] + 1 overall ["FULL_HIT_AMT"] = overall ["FULL_HIT_AMT"] + amount mob ["FULL_HIT"] = mob ["FULL_HIT"] + 1 mob ["FULL_HIT_AMT"] = mob ["FULL_HIT_AMT"] + amount end 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 ------------------------------------------------------------------------------------------------ --> time start if (not este_jogador.dps_started) then este_jogador:Iniciar (true) --registra na timemachine 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 else --meu_dono:IniciarTempo (_tempo) meu_dono.start_time = _tempo end end if (este_jogador.end_time) then este_jogador.end_time = nil else --este_jogador:IniciarTempo (_tempo) este_jogador.start_time = _tempo 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 (alvo_flags, REACTION_FRIENDLY) ~= 0 and _bit_band (who_flags, REACTION_FRIENDLY) ~= 0) or (raid_members_cache [who_serial] and raid_members_cache [alvo_serial]) ) then --> record death log local t = last_events_cache [alvo_name] if (not t) then t = _current_combat:CreateLastEventsTable (alvo_name) end local i = t.n local this_event = t [i] this_event [1] = true --> true if this is a damage || false for healing this_event [2] = spellid --> spellid || false if this is a battle ress line this_event [3] = amount --> amount of damage or healing this_event [4] = time --> parser time this_event [5] = _UnitHealth (alvo_name) --> current unit heal this_event [6] = who_name --> source name this_event [7] = absorbed this_event [8] = school this_event [9] = true i = i + 1 if (i == 17) then t.n = 1 else t.n = i end --> faz a adição do friendly fire este_jogador.friendlyfire_total = este_jogador.friendlyfire_total + amount local friend = este_jogador.friendlyfire [alvo_name] or este_jogador:CreateFFTable (alvo_name) friend.total = friend.total + amount friend.spells [spellid] = (friend.spells [spellid] or 0) + amount return true else _current_total [1] = _current_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 --> add owner targets meu_dono.targets [alvo_name] = (meu_dono.targets [alvo_name] or 0) + amount meu_dono.last_event = _tempo end --> actor este_jogador.total = este_jogador.total + amount --> actor without pets este_jogador.total_without_pet = este_jogador.total_without_pet + amount --> actor targets este_jogador.targets [alvo_name] = (este_jogador.targets [alvo_name] or 0) + amount --> actor spells table local spell = este_jogador.spells._ActorTable [spellid] if (not spell) then spell = este_jogador.spells:PegaHabilidade (spellid, true, token) spell.spellschool = school end return spell_damage_func (spell, alvo_serial, alvo_name, alvo_flags, amount, who_name, resisted, blocked, absorbed, critical, glacing, token, multistrike, isoffhand) end --function parser:swingmissed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, missType, isOffHand, amountMissed) function parser:swingmissed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, missType, isOffHand, multistrike, amountMissed) --, isOffHand, multistrike, amountMissed, arg1 return parser:missed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, 1, "Corpo-a-Corpo", 00000001, missType, isOffHand, multistrike, amountMissed) --, isOffHand, multistrike, amountMissed, arg1 end function parser:rangemissed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, missType, isOffHand, multistrike, amountMissed) --, isOffHand, multistrike, amountMissed, arg1 return parser:missed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, 2, "Tiro-Automático", 00000001, missType, isOffHand, multistrike, amountMissed) --, isOffHand, multistrike, amountMissed, arg1 end -- ~miss function parser:missed (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, missType, isOffHand, multistrike, amountMissed, arg1) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (not who_name or not alvo_name) then return --> just return end ------------------------------------------------------------------------------------------------ --> get actors --print ("MISS", "|", missType, "|", isOffHand, "|", multistrike, "|", amountMissed, "|", arg1) --> '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) este_jogador, meu_dono, who_name = _current_damage_container:PegarCombatente (who_serial, who_name, who_flags, true) if (not este_jogador) then return --> just return if actor doen't exist yet end end if (tanks_members_cache [alvo_serial]) then --> only track tanks local TargetActor = damage_cache [alvo_name] if (TargetActor) then local avoidance = TargetActor.avoidance if (not avoidance) then TargetActor.avoidance = _detalhes:CreateActorAvoidanceTable() avoidance = TargetActor.avoidance end local missTable = avoidance.overall [missType] if (missTable) then --> overall local overall = avoidance.overall overall [missType] = missTable + 1 --> adicionado a quantidade do miss --> from this mob local mob = avoidance [who_name] if (not mob) then --> if isn't in the table, build on the fly mob = _detalhes:CreateActorAvoidanceTable (true) avoidance [who_name] = mob end mob [missType] = mob [missType] + 1 if (missType == "ABSORB") then --full absorb overall ["ALL"] = overall ["ALL"] + 1 --> qualtipo de hit ou absorb overall ["FULL_ABSORBED"] = overall ["FULL_ABSORBED"] + 1 --amount overall ["ABSORB_AMT"] = overall ["ABSORB_AMT"] + (amountMissed or 0) overall ["FULL_ABSORB_AMT"] = overall ["FULL_ABSORB_AMT"] + (amountMissed or 0) mob ["ALL"] = mob ["ALL"] + 1 --> qualtipo de hit ou absorb mob ["FULL_ABSORBED"] = mob ["FULL_ABSORBED"] + 1 --amount mob ["ABSORB_AMT"] = mob ["ABSORB_AMT"] + (amountMissed or 0) mob ["FULL_ABSORB_AMT"] = mob ["FULL_ABSORB_AMT"] + (amountMissed or 0) end end end end ------------------------------------------------------------------------------------------------ --> amount add if (missType == "ABSORB") then if (token == "SWING_MISSED") then return parser:swing ("SWING_DAMAGE", time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, amountMissed, -1, 1, nil, nil, nil, false, false, false, false, multistrike) elseif (token == "RANGE_MISSED") then return parser:range ("RANGE_DAMAGE", time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, amountMissed, -1, 1, nil, nil, nil, false, false, false, false, multistrike) else return parser:spell_dmg (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, amountMissed, -1, 1, nil, nil, nil, false, false, false, false, multistrike) end else --> actor spells table local spell = este_jogador.spells._ActorTable [spellid] if (not spell) then spell = este_jogador.spells:PegaHabilidade (spellid, true, token) end return spell_damageMiss_func (spell, alvo_serial, alvo_name, alvo_flags, who_name, missType) end end ----------------------------------------------------------------------------------------------------------------------------------------- --> SUMMON serach key: ~summon | ----------------------------------------------------------------------------------------------------------------------------------------- function parser:summon (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellName) --[[statistics]]-- _detalhes.statistics.pets_summons = _detalhes.statistics.pets_summons + 1 if (not who_name) then who_name = "[*] " .. spellName end --> pet summon another pet local sou_pet = container_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 = container_pets [alvo_serial] if (alvo_pet) then who_name, who_serial, who_flags = alvo_pet[1], alvo_pet[2], alvo_pet[3] end _detalhes.tabela_pets:Adicionar (alvo_serial, alvo_name, alvo_flags, who_serial, who_name, who_flags) --print ("SUMMON", alvo_name, _detalhes.tabela_pets.pets, _detalhes.tabela_pets.pets [alvo_serial], alvo_serial) return end ----------------------------------------------------------------------------------------------------------------------------------------- --> HEALING serach key: ~heal | ----------------------------------------------------------------------------------------------------------------------------------------- local gotit = { [140468]=true, --Flameglow Mage [122470]=true, --touch of karma Monk [114556]=true, --purgatory DK [152280]=true, --defile DK [20711]=true, --spirit of redeption priest [155783]=true, --Primal Tenacity Druid [135597]=true, --Tooth and Claw Druid [152261]=true, --Holy Shield Paladin [158708]=true, --Earthen Barrier boss? } local ignored_shields = { [142862] = true, -- Ancient Barrier (Malkorok) [114556] = true, -- Purgatory (DK) [115069] = true, -- Stance of the Sturdy Ox (Monk) [20711] = true, -- Spirit of Redemption (Priest) } function parser:heal_absorb (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spellschool, owner_serial, owner_name, owner_flags, owner_flags2, shieldid, shieldname, shieldtype, amount) --[[statistics]]-- _detalhes.statistics.absorbs_calls = _detalhes.statistics.absorbs_calls + 1 if (not shieldname) then owner_serial, owner_name, owner_flags, owner_flags2, shieldid, shieldname, shieldtype, amount = spellid, spellname, spellschool, owner_serial, owner_name, owner_flags, owner_flags2, shieldid end if (ignored_shields [shieldid]) then return end --if (not absorb_spell_list [shieldid] and not gotit[shieldid]) then -- local _, class = UnitClass (owner_name) --print ("Shield Not Registered:", shieldid, shieldname, class) --end --> diminuir o escudo nas tabelas de escudos local shields_on_target = escudo [alvo_name] if (shields_on_target) then local shields_by_spell = shields_on_target [shieldid] if (shields_by_spell) then local owner_shield = shields_by_spell [owner_name] if (owner_shield) then --print ("amt: ", owner_shield, owner_shield - amount, amount) shields_by_spell [owner_name] = owner_shield - amount end end end --> chamar a função de cura pra contar a cura return parser:heal (token, time, owner_serial, owner_name, owner_flags, alvo_serial, alvo_name, alvo_flags, shieldid, shieldname, shieldtype, amount, 0, 0, nil, nil, true) end function parser:heal (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, amount, overhealing, absorbed, critical, multistrike, is_shield) ------------------------------------------------------------------------------------------------ --> early checks and fixes --> only capture heal if is in combat if (not _in_combat) then return end --> check invalid serial against pets if (who_serial == "") 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 --[[statistics]]-- _detalhes.statistics.heal_calls = _detalhes.statistics.heal_calls + 1 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 ------------------------------------------------------------------------------------------------ --> 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 este_jogador.last_event = _tempo ------------------------------------------------------------------------------------------------ --> an enemy healing enemy or an player actor healing a enemy if (_bit_band (alvo_flags, REACTION_FRIENDLY) == 0 and not _detalhes.is_in_arena) 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 este_jogador.heal_enemy_amt = este_jogador.heal_enemy_amt + cura_efetiva return end ------------------------------------------------------------------------------------------------ --> group checks if (este_jogador.grupo) then --_current_combat.totals_grupo[2] = _current_combat.totals_grupo[2] + cura_efetiva _current_gtotal [2] = _current_gtotal [2] + cura_efetiva end if (jogador_alvo.grupo) then local t = last_events_cache [alvo_name] if (not t) then t = _current_combat:CreateLastEventsTable (alvo_name) end local i = t.n local this_event = t [i] this_event [1] = false --> true if this is a damage || false for healing this_event [2] = spellid --> spellid || false if this is a battle ress line this_event [3] = amount --> amount of damage or healing this_event [4] = time --> parser time this_event [5] = _UnitHealth (alvo_name) --> current unit heal this_event [6] = who_name --> source name this_event [7] = is_shield this_event [8] = absorbed i = i + 1 if (i == 17) then t.n = 1 else t.n = i end end ------------------------------------------------------------------------------------------------ --> timer if (not este_jogador.iniciar_hps) then este_jogador:Iniciar (true) --inicia o hps do jogador if (meu_dono and not meu_dono.iniciar_hps) then meu_dono:Iniciar (true) if (meu_dono.end_time) then meu_dono.end_time = nil else --meu_dono:IniciarTempo (_tempo) meu_dono.start_time = _tempo end end if (este_jogador.end_time) then --> o combate terminou, reabrir o tempo este_jogador.end_time = nil else --este_jogador:IniciarTempo (_tempo) este_jogador.start_time = _tempo end end ------------------------------------------------------------------------------------------------ --> add amount --> actor target if (cura_efetiva > 0) then --> combat total _current_total [2] = _current_total [2] + cura_efetiva --> actor healing amount este_jogador.total = este_jogador.total + cura_efetiva este_jogador.total_without_pet = este_jogador.total_without_pet + 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 if (is_shield) then este_jogador.totalabsorb = este_jogador.totalabsorb + cura_efetiva este_jogador.targets_absorbs [alvo_name] = (este_jogador.targets_absorbs [alvo_name] or 0) + cura_efetiva end --> pet if (meu_dono) then meu_dono.total = meu_dono.total + cura_efetiva --> heal do pet meu_dono.targets [alvo_name] = (meu_dono.targets [alvo_name] or 0) + amount end --> target amount este_jogador.targets [alvo_name] = (este_jogador.targets [alvo_name] or 0) + amount end if (meu_dono) then meu_dono.last_event = _tempo end if (overhealing > 0) then este_jogador.totalover = este_jogador.totalover + overhealing este_jogador.targets_overheal [alvo_name] = (este_jogador.targets_overheal [alvo_name] or 0) + overhealing if (meu_dono) then meu_dono.totalover = meu_dono.totalover + overhealing end end --> actor spells table local spell = este_jogador.spells._ActorTable [spellid] if (not spell) then spell = este_jogador.spells:PegaHabilidade (spellid, true, token) if (is_shield) then spell.is_shield = true end 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, multistrike) 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, nil, multistrike) 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, spellschool, tipo, amount, arg1, arg2, arg3) --> not yet well know about unnamed buff casters if (not alvo_name) then alvo_name = "[*] Unknown shield target" elseif (not who_name) then who_name = "[*] " .. spellname end ------------------------------------------------------------------------------------------------ --> handle shields if (tipo == "BUFF") then --if (who_name == _detalhes.playername) then -- print (spellid, spellname) --end ------------------------------------------------------------------------------------------------ --> buff uptime --if (arg1 or arg2 or arg3) then -- print (spellname, arg1, arg2, arg3) --end if (_recording_buffs_and_debuffs) then -- jade spirit doesn't send who_name, that's a shame. 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 (_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") elseif (raid_members_cache [alvo_serial] and not raid_members_cache [who_serial]) then --> alvo é da raide é alguem de fora da raide --[[not tail call, need to fix this]] parser:add_bad_debuff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spellschool, "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, spellschool, 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 local overheal = escudo [alvo_name][spellid][who_name] escudo [alvo_name][spellid][who_name] = amount if (overheal > 0) then return parser:heal (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, nil, 0, _math_ceil (overheal), 0, 0, nil, true) end --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, nil, 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 (_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") elseif (raid_members_cache [alvo_serial] and not raid_members_cache [who_serial]) then --> alvo é da raide e o caster é inimigo --[[not tail call, need to fix this]] parser:add_bad_debuff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spellschool, "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, spellschool, 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 overheal = escudo [alvo_name][spellid][who_name] --escudo [alvo_name][spellid][who_name] = nil if (overheal > 0) then return parser:heal (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, nil, 0, _math_ceil (overheal), 0, 0, nil, true) end --- --local escudo_antigo = escudo [alvo_name][spellid][who_name] --> quantidade total do escudo que foi colocado --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, nil, true) --> último parametro IS_SHIELD end escudo [alvo_name][spellid][who_name] = 0 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 (_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") elseif (raid_members_cache [alvo_serial] and not raid_members_cache [who_serial]) then --> alvo é da raide e o caster é inimigo --[[not tail call, need to fix this]] parser:add_bad_debuff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spellschool, "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_bad_debuff_uptime (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spellschool, in_out) 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 ------------------------------------------------------------------------------------------------ --> get actors --> nome do debuff será usado para armazenar o nome do ator local este_jogador = misc_cache [spellname] if (not este_jogador) then --> pode ser um desconhecido ou um pet este_jogador = _current_misc_container:PegarCombatente (who_serial, spellname, who_flags, true) misc_cache [spellname] = este_jogador end ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.debuff_uptime) then este_jogador.boss_debuff = true este_jogador.damage_twin = who_name este_jogador.spellschool = spellschool este_jogador.damage_spellid = spellid este_jogador.debuff_uptime = 0 este_jogador.debuff_uptime_spells = container_habilidades:NovoContainer (container_misc) este_jogador.debuff_uptime_targets = {} end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --> actor target local este_alvo = este_jogador.debuff_uptime_targets [alvo_name] if (not este_alvo) then este_alvo = _detalhes.atributo_misc:CreateBuffTargetObject() este_jogador.debuff_uptime_targets [alvo_name] = este_alvo end if (in_out == "DEBUFF_UPTIME_IN") then este_alvo.actived = true este_alvo.activedamt = este_alvo.activedamt + 1 if (este_alvo.actived_at and este_alvo.actived) then este_alvo.uptime = este_alvo.uptime + _tempo - este_alvo.actived_at este_jogador.debuff_uptime = este_jogador.debuff_uptime + _tempo - este_alvo.actived_at end este_alvo.actived_at = _tempo elseif (in_out == "DEBUFF_UPTIME_REFRESH") then if (este_alvo.actived_at and este_alvo.actived) then este_alvo.uptime = este_alvo.uptime + _tempo - este_alvo.actived_at este_jogador.debuff_uptime = este_jogador.debuff_uptime + _tempo - este_alvo.actived_at end este_alvo.actived_at = _tempo este_alvo.actived = true elseif (in_out == "DEBUFF_UPTIME_OUT") then if (este_alvo.actived_at and este_alvo.actived) then este_alvo.uptime = este_alvo.uptime + _detalhes._tempo - este_alvo.actived_at este_jogador.debuff_uptime = este_jogador.debuff_uptime + _tempo - este_alvo.actived_at --> token = actor misc object end este_alvo.activedamt = este_alvo.activedamt - 1 if (este_alvo.activedamt == 0) then este_alvo.actived = false este_alvo.actived_at = nil else este_alvo.actived_at = _tempo end end end -- ~debuff 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 ------------------------------------------------------------------------------------------------ --> 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 ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.debuff_uptime) then este_jogador.debuff_uptime = 0 este_jogador.debuff_uptime_spells = container_habilidades:NovoContainer (container_misc) este_jogador.debuff_uptime_targets = {} end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --> actor spells table local spell = este_jogador.debuff_uptime_spells._ActorTable [spellid] if (not spell) then spell = este_jogador.debuff_uptime_spells:PegaHabilidade (spellid, true, "DEBUFF_UPTIME") end return spell_misc_func (spell, 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 ------------------------------------------------------------------------------------------------ --> 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 ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.buff_uptime) then este_jogador.buff_uptime = 0 este_jogador.buff_uptime_spells = container_habilidades:NovoContainer (container_misc) este_jogador.buff_uptime_targets = {} end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --> actor spells table local spell = este_jogador.buff_uptime_spells._ActorTable [spellid] if (not spell) then spell = este_jogador.buff_uptime_spells:PegaHabilidade (spellid, true, "BUFF_UPTIME") end return spell_misc_func (spell, alvo_serial, alvo_name, alvo_flags, who_name, este_jogador, "BUFF_OR_DEBUFF", in_out) end ----------------------------------------------------------------------------------------------------------------------------------------- --> ENERGY serach key: ~energy | ----------------------------------------------------------------------------------------------------------------------------------------- local energy_types = { [SPELL_POWER_MANA] = true, [SPELL_POWER_RAGE] = true, [SPELL_POWER_ENERGY] = true, [SPELL_POWER_RUNIC_POWER] = true, } local resource_types = { [SPELL_POWER_DEMONIC_FURY] = true, --warlock demonology [SPELL_POWER_BURNING_EMBERS] = true, --warlock destruction [SPELL_POWER_SHADOW_ORBS] = true, --shadow priest [SPELL_POWER_CHI] = true, --monk [SPELL_POWER_HOLY_POWER] = true, --paladins [SPELL_POWER_ECLIPSE] = true, --balance druids [SPELL_POWER_SOUL_SHARDS] = true, --warlock affliction [4] = true, --combo points } local resource_power_type = { [4] = SPELL_POWER_ENERGY, --combo points [SPELL_POWER_SOUL_SHARDS] = SPELL_POWER_MANA, [SPELL_POWER_ECLIPSE] = SPELL_POWER_MANA, [SPELL_POWER_HOLY_POWER] = SPELL_POWER_MANA, [SPELL_POWER_SHADOW_ORBS] = SPELL_POWER_MANA, [SPELL_POWER_DEMONIC_FURY] = SPELL_POWER_MANA, [SPELL_POWER_BURNING_EMBERS] = SPELL_POWER_MANA, } _detalhes.resource_strings = { [4] = "Combo Point", [SPELL_POWER_SOUL_SHARDS] = "Soul Shard", [SPELL_POWER_ECLIPSE] = "Eclipse", [SPELL_POWER_HOLY_POWER] = "Holy Power", [SPELL_POWER_SHADOW_ORBS] = "Shadow Orb", [SPELL_POWER_DEMONIC_FURY] = "Demonic Fury", [SPELL_POWER_BURNING_EMBERS] = "Burning Embers", } _detalhes.resource_icons = { [4] = {file = [[Interface\CHARACTERFRAME\ComboPoint]], coords = {1/32, 18/32, 1/16, 14/16}}, [SPELL_POWER_SOUL_SHARDS] = {file = [[Interface\PLAYERFRAME\UI-WARLOCKSHARD]], coords = {2/64, 2/64, 17/128, 16/128}}, [SPELL_POWER_ECLIPSE] = {file = [[Interface\PLAYERFRAME\DruidEclipse]], coords = {117/256, 138/256, 72/128, 113/128}}, [SPELL_POWER_HOLY_POWER] = {file = [[Interface\PLAYERFRAME\PALADINPOWERTEXTURES]], coords = {75/256, 94/256, 87/128, 100/128}}, [SPELL_POWER_SHADOW_ORBS] = {file = [[Interface\PLAYERFRAME\Priest-ShadowUI]], coords = {119/256, 150/256, 61/128, 94/128}}, [SPELL_POWER_DEMONIC_FURY] = {file = [[Interface\PLAYERFRAME\Warlock-DemonologyUI]], coords = {76/256, 109/256, 90/256, 104/256}}, [SPELL_POWER_BURNING_EMBERS] = {file = [[Interface\PLAYERFRAME\Warlock-DestructionUI]], coords = {3/256, 33/256, 23/64, 52/64}} } 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 ------------------------------------------------------------------------------------------------ --> check if is energy or resource --> get resource type local is_resource, resource_amount, resource_id = resource_power_type [powertype], amount, powertype --> check if is valid if (not energy_types [powertype] and not is_resource) then return elseif (is_resource) then powertype = is_resource amount = 0 end --[[statistics]]-- _detalhes.statistics.energy_calls = _detalhes.statistics.energy_calls + 1 _current_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) este_jogador.powertype = powertype if (meu_dono) then meu_dono.powertype = powertype end 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) jogador_alvo.powertype = powertype if (alvo_dono) then alvo_dono.powertype = powertype end if (not alvo_dono) then energy_cache [alvo_name] = jogador_alvo end end if (jogador_alvo.powertype ~= este_jogador.powertype) then --print ("error: different power types: who -> ", este_jogador.powertype, " target -> ", jogador_alvo.powertype) return end este_jogador.last_event = _tempo ------------------------------------------------------------------------------------------------ --> amount add if (not is_resource) then --> add to targets este_jogador.targets [alvo_name] = (este_jogador.targets [alvo_name] or 0) + amount --> add to combat total _current_total [3] [powertype] = _current_total [3] [powertype] + amount if (este_jogador.grupo) then _current_gtotal [3] [powertype] = _current_gtotal [3] [powertype] + amount end --> regen produced amount este_jogador.total = este_jogador.total + amount --> target regenerated amount jogador_alvo.received = jogador_alvo.received + amount --> owner if (meu_dono) then meu_dono.total = meu_dono.total + amount end --> actor spells table local spell = este_jogador.spells._ActorTable [spellid] if (not spell) then spell = este_jogador.spells: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) else --> is a resource este_jogador.resource = este_jogador.resource + resource_amount este_jogador.resource_type = resource_id end 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 ------------------------------------------------------------------------------------------------ --> 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 ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.cooldowns_defensive) then este_jogador.cooldowns_defensive = _detalhes:GetOrderNumber (who_name) este_jogador.cooldowns_defensive_targets = {} este_jogador.cooldowns_defensive_spells = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades end ------------------------------------------------------------------------------------------------ --> add amount --> actor cooldowns used este_jogador.cooldowns_defensive = este_jogador.cooldowns_defensive + 1 --> combat totals _current_total [4].cooldowns_defensive = _current_total [4].cooldowns_defensive + 1 if (este_jogador.grupo) then _current_gtotal [4].cooldowns_defensive = _current_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 --> last events local t = last_events_cache [who_name] if (not t) then t = _current_combat:CreateLastEventsTable (who_name) end local i = t.n local this_event = t [i] this_event [1] = 1 --> true if this is a damage || false for healing || 1 for cooldown this_event [2] = spellid --> spellid || false if this is a battle ress line this_event [3] = 1 --> amount of damage or healing this_event [4] = time --> parser time this_event [5] = _UnitHealth (who_name) --> current unit heal this_event [6] = who_name --> source name i = i + 1 if (i == 17) then t.n = 1 else t.n = i end este_jogador.last_cooldown = {time, spellid} end end --> update last event este_jogador.last_event = _tempo --> actor targets este_jogador.cooldowns_defensive_targets [alvo_name] = (este_jogador.cooldowns_defensive_targets [alvo_name] or 0) + 1 --> actor spells table local spell = este_jogador.cooldowns_defensive_spells._ActorTable [spellid] if (not spell) then spell = este_jogador.cooldowns_defensive_spells:PegaHabilidade (spellid, true, token) end if (_hook_cooldowns) then --> send event to registred functions for _, func in _ipairs (_hook_cooldowns_container) do func (nil, token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname) end end return spell_misc_func (spell, 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 ------------------------------------------------------------------------------------------------ --> 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 ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.interrupt) then este_jogador.interrupt = _detalhes:GetOrderNumber (who_name) este_jogador.interrupt_targets = {} este_jogador.interrupt_spells = container_habilidades:NovoContainer (container_misc) este_jogador.interrompeu_oque = {} end ------------------------------------------------------------------------------------------------ --> add amount --> actor interrupt amount este_jogador.interrupt = este_jogador.interrupt + 1 --> combat totals _current_total [4].interrupt = _current_total [4].interrupt + 1 if (este_jogador.grupo) then _current_gtotal [4].interrupt = _current_gtotal [4].interrupt + 1 end --> update last event este_jogador.last_event = _tempo --> spells interrupted este_jogador.interrompeu_oque [extraSpellID] = (este_jogador.interrompeu_oque [extraSpellID] or 0) + 1 --> actor targets este_jogador.interrupt_targets [alvo_name] = (este_jogador.interrupt_targets [alvo_name] or 0) + 1 --> actor spells table local spell = este_jogador.interrupt_spells._ActorTable [spellid] if (not spell) then spell = este_jogador.interrupt_spells:PegaHabilidade (spellid, true, token) end spell_misc_func (spell, alvo_serial, alvo_name, alvo_flags, who_name, token, extraSpellID, extraSpellName) --> verifica se tem dono e adiciona o interrupt para o dono if (meu_dono) then if (not meu_dono.interrupt) then meu_dono.interrupt = _detalhes:GetOrderNumber (who_name) meu_dono.interrupt_targets = {} meu_dono.interrupt_spells = container_habilidades:NovoContainer (container_misc) meu_dono.interrompeu_oque = {} end -- adiciona ao total meu_dono.interrupt = meu_dono.interrupt + 1 -- adiciona aos alvos meu_dono.interrupt_targets [alvo_name] = (meu_dono.interrupt_targets [alvo_name] or 0) + 1 -- update last event meu_dono.last_event = _tempo -- spells interrupted meu_dono.interrompeu_oque [extraSpellID] = (meu_dono.interrompeu_oque [extraSpellID] or 0) + 1 --> pet interrupt if (_hook_interrupt) then for _, func in _ipairs (_hook_interrupt_container) do func (nil, token, time, meu_dono.serial, meu_dono.nome, meu_dono.flag_original, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, extraSpellID, extraSpellName, extraSchool) end end else --> player interrupt if (_hook_interrupt) then for _, func in _ipairs (_hook_interrupt_container) do func (nil, token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname, spelltype, extraSpellID, extraSpellName, extraSchool) end end end 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) --if (spellname == "Shield Block") then -- print (who_name, spellid, spellname) --end ------------------------------------------------------------------------------------------------ --> 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 --> enemy successful casts (not interrupted) if (_bit_band (who_flags, 0x00000040) ~= 0 and who_name) 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.spells._ActorTable [spellid] if (not spell) then spell = este_jogador.spells:PegaHabilidade (spellid, true, token) end spell.successful_casted = spell.successful_casted + 1 end return end 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 ------------------------------------------------------------------------------------------------ --> get actors] 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 ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.dispell) then --> constrói aqui a tabela dele este_jogador.dispell = _detalhes:GetOrderNumber (who_name) este_jogador.dispell_targets = {} este_jogador.dispell_spells = container_habilidades:NovoContainer (container_misc) este_jogador.dispell_oque = {} end ------------------------------------------------------------------------------------------------ --> add amount --> last event update este_jogador.last_event = _tempo --> total dispells in combat _current_total [4].dispell = _current_total [4].dispell + 1 if (este_jogador.grupo) then _current_gtotal [4].dispell = _current_gtotal [4].dispell + 1 end --> actor dispell amount este_jogador.dispell = este_jogador.dispell + 1 --> dispell what if (extraSpellID) then este_jogador.dispell_oque [extraSpellID] = (este_jogador.dispell_oque [extraSpellID] or 0) + 1 end --> actor targets este_jogador.dispell_targets [alvo_name] = (este_jogador.dispell_targets [alvo_name] or 0) + 1 --> actor spells table local spell = este_jogador.dispell_spells._ActorTable [spellid] if (not spell) then spell = este_jogador.dispell_spells:PegaHabilidade (spellid, true, token) end spell_misc_func (spell, alvo_serial, alvo_name, alvo_flags, who_name, token, extraSpellID, extraSpellName) --> verifica se tem dono e adiciona o interrupt para o dono if (meu_dono) then if (not meu_dono.dispell) then meu_dono.dispell = _detalhes:GetOrderNumber (who_name) meu_dono.dispell_targets = {} meu_dono.dispell_spells = container_habilidades:NovoContainer (container_misc) meu_dono.dispell_oque = {} end meu_dono.dispell = meu_dono.dispell + 1 meu_dono.dispell_targets [alvo_name] = (meu_dono.dispell_targets [alvo_name] or 0) + 1 meu_dono.last_event = _tempo if (extraSpellID) then meu_dono.dispell_oque [extraSpellID] = (meu_dono.dispell_oque [extraSpellID] or 0) + 1 end end 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 ------------------------------------------------------------------------------------------------ --> 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 ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.ress) then este_jogador.ress = _detalhes:GetOrderNumber (who_name) este_jogador.ress_targets = {} este_jogador.ress_spells = container_habilidades:NovoContainer (container_misc) --> cria o container das habilidades usadas para interromper end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --> combat ress total _current_total [4].ress = _current_total [4].ress + 1 if (este_jogador.grupo) then _current_combat.totals_grupo[4].ress = _current_combat.totals_grupo[4].ress+1 end --> add ress amount este_jogador.ress = este_jogador.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 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, { 2, spellid, 1, time, _UnitHealth (alvo_name), who_name }) break end end end if (_hook_battleress) then for _, func in _ipairs (_hook_battleress_container) do func (nil, token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spellid, spellname) end end end --> actor targets este_jogador.ress_targets [alvo_name] = (este_jogador.ress_targets [alvo_name] or 0) + 1 --> actor spells table local spell = este_jogador.ress_spells._ActorTable [spellid] if (not spell) then spell = este_jogador.ress_spells:PegaHabilidade (spellid, true, token) end return spell_misc_func (spell, 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) ------------------------------------------------------------------------------------------------ --> early checks and fixes if (not cc_spell_list [spellid]) then --return print ("nao ta na lista") 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 ------------------------------------------------------------------------------------------------ --> get actors 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 ------------------------------------------------------------------------------------------------ --> build containers on the fly if (not este_jogador.cc_break) then --> constrói aqui a tabela dele este_jogador.cc_break = _detalhes:GetOrderNumber (who_name) este_jogador.cc_break_targets = {} este_jogador.cc_break_spells = container_habilidades:NovoContainer (container_misc) este_jogador.cc_break_oque = {} end ------------------------------------------------------------------------------------------------ --> add amount --> update last event este_jogador.last_event = _tempo --> combat cc break total _current_total [4].cc_break = _current_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 end --> add amount este_jogador.cc_break = este_jogador.cc_break + 1 --> broke what este_jogador.cc_break_oque [spellid] = (este_jogador.cc_break_oque [spellid] or 0) + 1 --> actor targets este_jogador.cc_break_targets [alvo_name] = (este_jogador.cc_break_targets [alvo_name] or 0) + 1 --> actor spells table local spell = este_jogador.cc_break_spells._ActorTable [extraSpellID] if (not spell) then spell = este_jogador.cc_break_spells:PegaHabilidade (extraSpellID, true, token) end return spell_misc_func (spell, alvo_serial, alvo_name, alvo_flags, who_name, token, spellid, spellname) end --serach key: ~dead ~death ~morte function parser:dead (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags) ------------------------------------------------------------------------------------------------ --> 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) 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 _current_combat.frags_need_refresh = true --> 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 _current_misc_container.need_refresh = true --> combat totals _current_total [4].dead = _current_total [4].dead + 1 _current_gtotal [4].dead = _current_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 --> objeto da morte local esta_morte = {} --> add events local t = last_events_cache [alvo_name] if (not t) then t = _current_combat:CreateLastEventsTable (alvo_name) end --lesses index = older / higher index = newer local last_index = t.n --or 'next index' if (last_index < 17 and not t[last_index][4]) then for i = 1, last_index-1 do if (t[i][4] and t[i][4]+16 > time) then _table_insert (esta_morte, t[i]) end end else for i = last_index, 16 do --next index to 16 if (t[i][4] and t[i][4]+16 > time) then _table_insert (esta_morte, t[i]) end end for i = 1, last_index-1 do --1 to latest index if (t[i][4] and t[i][4]+16 > time) then _table_insert (esta_morte, t[i]) end end end if (_hook_deaths) then --> send event to registred functions local death_at = _GetTime() - _current_combat:GetStartTime() local max_health = _UnitHealthMax (alvo_name) for _, func in _ipairs (_hook_deaths_container) do local new_death_table = table_deepcopy (esta_morte) func (nil, token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, new_death_table, este_jogador.last_cooldown, death_at, max_health) end end if (_detalhes.deadlog_limit and #esta_morte > _detalhes.deadlog_limit) then while (#esta_morte > _detalhes.deadlog_limit) do _table_remove (esta_morte, 1) end end if (este_jogador.last_cooldown) then local t = {} t [1] = 3 --> 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] = 3 --> 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 = _GetTime() - _current_combat:GetStartTime() 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, ["last_cooldown"] = este_jogador.last_cooldown, ["dead_at"] = decorrido} _table_insert (_current_combat.last_events_tables, #_current_combat.last_events_tables+1, t) --> reseta a pool last_events_cache [alvo_name] = nil end end end function parser:environment (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, env_type, amount) local spelid if (env_type == "Falling") then who_name = ENVIRONMENTAL_FALLING_NAME spelid = 3 elseif (env_type == "Drowning") then who_name = ENVIRONMENTAL_DROWNING_NAME spelid = 4 elseif (env_type == "Fatigue") then who_name = ENVIRONMENTAL_FATIGUE_NAME spelid = 5 elseif (env_type == "Fire") then who_name = ENVIRONMENTAL_FIRE_NAME spelid = 6 elseif (env_type == "Lava") then who_name = ENVIRONMENTAL_LAVA_NAME spelid = 7 elseif (env_type == "Slime") then who_name = ENVIRONMENTAL_SLIME_NAME spelid = 8 end return parser:spell_dmg (token, time, who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags, spelid or 1, env_type, 00000003, amount) --> localize-me end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> core local token_list = { -- neutral ["SPELL_SUMMON"] = parser.summon, --["SPELL_CAST_FAILED"] = parser.spell_fail } --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 token_list ["SPELL_BUILDING_MISSED"] = nil token_list ["SPELL_PERIODIC_MISSED"] = nil token_list ["DAMAGE_SHIELD_MISSED"] = nil token_list ["ENVIRONMENTAL_DAMAGE"] = nil token_list ["SPELL_BUILDING_DAMAGE"] = nil elseif (capture_type == "heal") then token_list ["SPELL_HEAL"] = nil token_list ["SPELL_PERIODIC_HEAL"] = nil token_list ["SPELL_ABSORBED"] = 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 --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 ["SPELL_BUILDING_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 token_list ["SPELL_PERIODIC_MISSED"] = parser.missed token_list ["SPELL_BUILDING_MISSED"] = parser.missed token_list ["DAMAGE_SHIELD_MISSED"] = parser.missed token_list ["ENVIRONMENTAL_DAMAGE"] = parser.environment elseif (capture_type == "heal") then token_list ["SPELL_HEAL"] = parser.heal token_list ["SPELL_PERIODIC_HEAL"] = parser.heal token_list ["SPELL_ABSORBED"] = parser.heal_absorb _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 ~start ~inicio function _detalhes:GetZoneType() return _detalhes.zone_type end function _detalhes.parser_functions:ZONE_CHANGED_NEW_AREA (...) local zoneName, zoneType, _, _, _, _, _, zoneMapID = _GetInstanceInfo() if (_detalhes.last_zone_type ~= zoneType) then _detalhes:SendEvent ("ZONE_TYPE_CHANGED", nil, zoneType) _detalhes.last_zone_type = zoneType end _detalhes:CheckChatOnZoneChange (zoneType) _detalhes.zone_type = zoneType _detalhes.zone_id = zoneMapID _detalhes.zone_name = zoneName if (_detalhes.debug) then _detalhes:Msg ("(debug) zone change:", _detalhes.zone_name, "is a", _detalhes.zone_type, "zone.") end if (_detalhes.is_in_arena and zoneType ~= "arena") then _detalhes:LeftArena() end if (zoneType == "pvp") then if (not _current_combat.pvp) then if (_detalhes.debug) then _detalhes:Msg ("(debug) battleground found, starting new combat table.") end _detalhes:EntrarEmCombate() --> sinaliza que esse combate é pvp _current_combat.pvp = true _current_combat.is_pvp = {name = zoneName, zone = ZoneName, mapid = ZoneMapID} _detalhes.listener:RegisterEvent ("CHAT_MSG_BG_SYSTEM_NEUTRAL") end elseif (zoneType == "arena") then if (_detalhes.debug) then _detalhes:Msg ("(debug) zone type is arena.") end _detalhes.is_in_arena = true _detalhes:EnteredInArena() else if (zoneType == "raid" or zoneType == "party") then _detalhes:CheckForAutoErase (zoneMapID) end if (_detalhes:IsInInstance()) then _detalhes.last_instance = zoneMapID end if (_current_combat.pvp) then _current_combat.pvp = false end end _detalhes:SchedulePetUpdate (7) _detalhes:CheckForPerformanceProfile() end function _detalhes.parser_functions:PLAYER_ENTERING_WORLD (...) return _detalhes.parser_functions:ZONE_CHANGED_NEW_AREA (...) end -- ~encounter function _detalhes.parser_functions:ENCOUNTER_START (...) if (_detalhes.debug) then _detalhes:Msg ("(debug) ENCOUNTER_START event triggered.") end _detalhes.latest_ENCOUNTER_END = _detalhes.latest_ENCOUNTER_END or 0 if (_detalhes.latest_ENCOUNTER_END + 10 > _GetTime()) then return end local encounterID, encounterName, difficultyID, raidSize = _select (1, ...) if (_in_combat and not _detalhes.tabela_vigente.is_boss) then _detalhes:SairDoCombate() --_detalhes:Msg ("encounter against|cFFFFFF00", encounterName, "|rbegan, GL HF!") else --_detalhes:Msg ("encounter against|cFFFFC000", encounterName, "|rbegan, GL HF!") end local dbm_mod, dbm_time = _detalhes.encounter_table.DBM_Mod, _detalhes.encounter_table.DBM_ModTime _table_wipe (_detalhes.encounter_table) local encounterID, encounterName, difficultyID, raidSize = _select (1, ...) local zoneName, _, _, _, _, _, _, zoneMapID = _GetInstanceInfo() --print (encounterID, encounterName, difficultyID, raidSize) _detalhes.encounter_table.phase = 1 --_detalhes.encounter_table ["start"] = time() _detalhes.encounter_table ["start"] = _GetTime() _detalhes.encounter_table ["end"] = nil _detalhes.encounter_table.id = encounterID _detalhes.encounter_table.name = encounterName _detalhes.encounter_table.diff = difficultyID _detalhes.encounter_table.size = raidSize _detalhes.encounter_table.zone = zoneName _detalhes.encounter_table.mapid = zoneMapID if (dbm_mod and dbm_time == time()) then --pode ser time() é usado no start pra saber se foi no mesmo segundo. _detalhes.encounter_table.DBM_Mod = dbm_mod end local encounter_start_table = _detalhes:GetEncounterStartInfo (zoneMapID, encounterID) if (encounter_start_table) then if (encounter_start_table.delay) then if (type (encounter_start_table.delay) == "function") then local delay = encounter_start_table.delay() if (delay) then --_detalhes.encounter_table ["start"] = time() + delay _detalhes.encounter_table ["start"] = _GetTime() + delay end else --_detalhes.encounter_table ["start"] = time() + encounter_start_table.delay _detalhes.encounter_table ["start"] = _GetTime() + encounter_start_table.delay end end if (encounter_start_table.func) then encounter_start_table:func() end end local encounter_table, boss_index = _detalhes:GetBossEncounterDetailsFromEncounterId (zoneMapID, encounterID) if (encounter_table) then _detalhes.encounter_table.index = boss_index end end function _detalhes.parser_functions:ENCOUNTER_END (...) if (_detalhes.debug) then _detalhes:Msg ("(debug) ENCOUNTER_END event triggered.") end local encounterID, encounterName, difficultyID, raidSize, endStatus = _select (1, ...) --_detalhes:Msg ("encounter against|cFFFFC000", encounterName, "|rended.") if (not _detalhes.encounter_table.start) then return end _detalhes.latest_ENCOUNTER_END = _detalhes.latest_ENCOUNTER_END or 0 if (_detalhes.latest_ENCOUNTER_END + 15 > _GetTime()) then return end --_detalhes.latest_ENCOUNTER_END = _detalhes._tempo _detalhes.latest_ENCOUNTER_END = _GetTime() --_detalhes.encounter_table ["end"] = time() - 0.4 _detalhes.encounter_table ["end"] = _GetTime() -- - 0.4 --0.4 para o antigo metodo de tempo local _, _, _, _, _, _, _, zoneMapID = _GetInstanceInfo() if (_in_combat) then if (endStatus == 1) then _detalhes.encounter_table.kill = true _detalhes:SairDoCombate (true, true) --killed else _detalhes.encounter_table.kill = false _detalhes:SairDoCombate (false, true) --wipe end else if ((_detalhes.tabela_vigente:GetEndTime() or 0) + 2 >= _detalhes.encounter_table ["end"]) then _detalhes.tabela_vigente:SetEndTime (_detalhes.encounter_table ["end"]) _detalhes:AtualizaGumpPrincipal (-1, true) end end _table_wipe (_detalhes.encounter_table) end function _detalhes.parser_functions:CHAT_MSG_BG_SYSTEM_NEUTRAL (...) 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:GetStartTime() local tempo_do_combate = _GetTime() - _current_combat:GetStartTime() _detalhes.tabela_overall:SetStartTime (_detalhes.tabela_overall:GetStartTime() + tempo_do_combate) --_current_combat.start_time = _tempo _current_combat:SetStartTime (_GetTime()) _detalhes.listener:UnregisterEvent ("CHAT_MSG_BG_SYSTEM_NEUTRAL") end end function _detalhes.parser_functions:UNIT_PET (...) _detalhes:SchedulePetUpdate (1) end function _detalhes.parser_functions:PLAYER_REGEN_DISABLED (...) if (_detalhes.EncounterInformation [_detalhes.zone_id]) then _detalhes:ScheduleTimer ("ReadBossFrames", 1) _detalhes:ScheduleTimer ("ReadBossFrames", 30) 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 for index, instancia in ipairs (_detalhes.tabela_instancias) do if (instancia.ativa) then instancia:SetCombatAlpha (nil, nil, true) end end end function _detalhes.parser_functions:PLAYER_REGEN_ENABLED (...) --> playing alone, just finish the combat right now if (not _IsInGroup() and not IsInRaid()) then _detalhes.tabela_vigente.playing_solo = true _detalhes:SairDoCombate() end --> aqui, tentativa de fazer o timer da janela do Solo funcionar corretamente: if (_detalhes.solo and _detalhes.PluginCount.SOLO > 0) then if (_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Stop) then _detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Stop() end end if (_detalhes.schedule_flag_boss_components) then _detalhes.schedule_flag_boss_components = false _detalhes:FlagActorsOnBossFight() end if (_detalhes.schedule_remove_overall) 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 if (_detalhes.schedule_add_to_overall) then if (_detalhes.debug) then _detalhes:Msg ("(debug) found schedule overall data addition.") end _detalhes.schedule_add_to_overall = false _detalhes.historico:adicionar_overall (_detalhes.tabela_vigente) end if (_detalhes.schedule_store_boss_encounter) then if (not _detalhes.logoff_saving_data) then local successful, errortext = pcall (_detalhes.StoreEncounter) if (not successful) then _detalhes:Msg ("error occurred on StoreEncounter():", errortext) end end _detalhes.schedule_store_boss_encounter = nil end if (_detalhes.schedule_hard_garbage_collect) then if (_detalhes.debug) then _detalhes:Msg ("(debug) found schedule collectgarbage().") end _detalhes.schedule_hard_garbage_collect = false collectgarbage() end for index, instancia in ipairs (_detalhes.tabela_instancias) do if (instancia.ativa) then instancia:SetCombatAlpha (nil, nil, true) end end end function _detalhes.parser_functions:ROLE_CHANGED_INFORM (...) if (_detalhes.last_assigned_role ~= _UnitGroupRolesAssigned ("player")) then _detalhes:CheckSwitchOnLogon (true) _detalhes.last_assigned_role = _UnitGroupRolesAssigned ("player") end end function _detalhes.parser_functions:PLAYER_ROLES_ASSIGNED (...) if (_detalhes.last_assigned_role ~= _UnitGroupRolesAssigned ("player")) then _detalhes:CheckSwitchOnLogon (true) _detalhes.last_assigned_role = _UnitGroupRolesAssigned ("player") end end function _detalhes:InGroup() return _detalhes.in_group end function _detalhes.parser_functions:GROUP_ROSTER_UPDATE (...) 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) _detalhes:InstanceCall (_detalhes.SetCombatAlpha, nil, nil, true) _detalhes:CheckSwitchOnLogon() _detalhes:CheckVersion() _detalhes:SendEvent ("GROUP_ONENTER") 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) _detalhes:InstanceCall (_detalhes.SetCombatAlpha, nil, nil, true) _detalhes:CheckSwitchOnLogon() _detalhes:SendEvent ("GROUP_ONLEAVE") else _detalhes:SchedulePetUpdate (2) end end _detalhes:SchedulePetUpdate (6) end function _detalhes.parser_functions:START_TIMER (...) if (_detalhes.debug) then _detalhes:Msg ("(debug) found a timer.") end if (C_Scenario.IsChallengeMode() and _detalhes.overall_clear_newchallenge) then _detalhes.historico:resetar_overall() if (_detalhes.debug) then _detalhes:Msg ("(debug) timer is a challenge mode start.") end elseif (_detalhes.is_in_arena) then _detalhes:StartArenaSegment (...) if (_detalhes.debug) then _detalhes:Msg ("(debug) timer is a arena countdown.") end end end -- ~load function _detalhes.parser_functions:ADDON_LOADED (...) local addon_name = _select (1, ...) if (addon_name == "Details") then --> cooltip if (not _G.GameCooltip) then _detalhes.popup = DetailsCreateCoolTip() else _detalhes.popup = _G.GameCooltip end --> check group _detalhes.in_group = IsInGroup() or IsInRaid() --> write into details object all basic keys and default profile _detalhes:ApplyBasicKeys() --> check if is first run, update keys for character and global data _detalhes:LoadGlobalAndCharacterData() --> details updated and not reopened the game client if (_detalhes.FILEBROKEN) then return end --> load all the saved combats _detalhes:LoadCombatTables() --> load the profiles _detalhes:LoadConfig() _detalhes:UpdateParserGears() _detalhes:Start() end end function _detalhes.parser_functions:PET_BATTLE_OPENING_START (...) _detalhes.pet_battle = true for index, instance in _ipairs (_detalhes.tabela_instancias) do if (instance.ativa) then instance:SetWindowAlphaForCombat (true, true) end end end function _detalhes.parser_functions:PET_BATTLE_CLOSE (...) _detalhes.pet_battle = false for index, instance in _ipairs (_detalhes.tabela_instancias) do if (instance.ativa) then instance:SetWindowAlphaForCombat() end end end function _detalhes.parser_functions:UNIT_NAME_UPDATE (...) _detalhes:SchedulePetUpdate (5) end local parser_functions = _detalhes.parser_functions function _detalhes:OnEvent (evento, ...) local func = parser_functions [evento] if (func) then return func (nil, ...) end end _detalhes.listener:SetScript ("OnEvent", _detalhes.OnEvent) --> logout function ~save ~logout local saver = CreateFrame ("frame", nil, UIParent) saver:RegisterEvent ("PLAYER_LOGOUT") saver:SetScript ("OnEvent", function (...) local saver_error = function (errortext) _detalhes_global = _detalhes_global or {} _detalhes_global.exit_errors = _detalhes_global.exit_errors or {} tinsert (_detalhes_global.exit_errors, 1, _detalhes.userversion .. " " .. errortext) tremove (_detalhes_global.exit_errors, 6) end _detalhes_global.exit_log = {} _detalhes.saver_error_func = saver_error _detalhes.logoff_saving_data = true --> close info window if (_detalhes.FechaJanelaInfo) then tinsert (_detalhes_global.exit_log, "1 - Closing Janela Info.") xpcall (_detalhes.FechaJanelaInfo, saver_error) end --> do not save window pos if (_detalhes.tabela_instancias) then tinsert (_detalhes_global.exit_log, "2 - Clearing user place from instances.") for id, instance in _detalhes:ListInstances() do if (instance.baseframe) then instance.baseframe:SetUserPlaced (false) end end end --> leave combat start save tables if (_detalhes.in_combat and _detalhes.tabela_vigente) then tinsert (_detalhes_global.exit_log, "3 - Leaving current combat.") xpcall (_detalhes.SairDoCombate, saver_error) _detalhes.can_panic_mode = true end if (_detalhes.CheckSwitchOnLogon and _detalhes.tabela_instancias[1] and _detalhes.tabela_instancias and getmetatable (_detalhes.tabela_instancias[1])) then tinsert (_detalhes_global.exit_log, "4 - Reversing switches.") xpcall (_detalhes.CheckSwitchOnLogon, saver_error) end if (_detalhes.wipe_full_config) then tinsert (_detalhes_global.exit_log, "5 - Is a full config wipe.") _detalhes_global = nil _detalhes_database = nil return end --> save the config tinsert (_detalhes_global.exit_log, "6 - Saving Config.") xpcall (_detalhes.SaveConfig, saver_error) tinsert (_detalhes_global.exit_log, "7 - Saving Profiles.") xpcall (_detalhes.SaveProfile, saver_error) --> save the nicktag cache tinsert (_detalhes_global.exit_log, "8 - Saving nicktag cache.") _detalhes_database.nick_tag_cache = table_deepcopy (_detalhes_database.nick_tag_cache) end) --> end -- ~parserstart ~startparser 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:UpdatePetsOnParser() container_pets = _detalhes.tabela_pets.pets 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:GetActorsOnDamageCache() return _detalhes.cache_damage_group end function _detalhes:GetActorsOnHealingCache() return _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) _table_wipe (tanks_members_cache) local roster = _detalhes.tabela_vigente.raid_roster if (_IsInRaid()) then for i = 1, _GetNumGroupMembers() do local name = _GetUnitName ("raid"..i, true) raid_members_cache [_UnitGUID ("raid"..i)] = true roster [name] = true local role = _UnitGroupRolesAssigned (name) if (role == "TANK") then tanks_members_cache [_UnitGUID ("raid"..i)] = true end end elseif (_IsInGroup()) then --party for i = 1, _GetNumGroupMembers()-1 do local name = _GetUnitName ("party"..i, true) raid_members_cache [_UnitGUID ("party"..i)] = true roster [name] = true local role = _UnitGroupRolesAssigned (name) if (role == "TANK") then tanks_members_cache [_UnitGUID ("party"..i)] = true end end --player local name = GetUnitName ("player", true) raid_members_cache [_UnitGUID ("player")] = true roster [name] = true local role = _UnitGroupRolesAssigned (name) if (role == "TANK") then tanks_members_cache [_UnitGUID ("player")] = true end else local name = GetUnitName ("player", true) raid_members_cache [_UnitGUID ("player")] = true roster [name] = true local role = _UnitGroupRolesAssigned (name) if (role == "TANK") then tanks_members_cache [_UnitGUID ("player")] = true end end end function _detalhes:IsATank (playerguid) return tanks_members_cache [playerguid] end function _detalhes:IsInCache (playerguid) return raid_members_cache [playerguid] end function _detalhes:GetParserPlayerCache() return raid_members_cache end --serach key: ~cache function _detalhes:UpdateParserGears() --> refresh combat tables _current_combat = _detalhes.tabela_vigente --> last events pointer last_events_cache = _current_combat.player_last_events --> refresh total containers _current_total = _current_combat.totals _current_gtotal = _current_combat.totals_grupo --> refresh actors containers _current_damage_container = _current_combat [1] _current_heal_container = _current_combat [2] _current_energy_container = _current_combat [3] _current_misc_container = _current_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 if (_detalhes.hooks ["HOOK_COOLDOWN"].enabled) then _hook_cooldowns = true else _hook_cooldowns = false end if (_detalhes.hooks ["HOOK_DEATH"].enabled) then _hook_deaths = true else _hook_deaths = false end if (_detalhes.hooks ["HOOK_BATTLERESS"].enabled) then _hook_battleress = true else _hook_battleress = false end if (_detalhes.hooks ["HOOK_INTERRUPT"].enabled) then _hook_interrupt = true else _hook_interrupt = false end 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