Files
coa-details/functions/api2.lua
T
2019-04-09 14:05:18 -03:00

603 lines
15 KiB
Lua

--[=[
Details API 2.0
This is a high level API for Details! Damage Meter
--]=]
--local helpers
local getCombatObject = function (segmentNumber)
local combatObject
--select which segment to use, use low level variables for performance
if (segmentNumber == -1) then
combatObject = _detalhes.tabela_overall
elseif (segmentNumber == 0) then
combatObject = _detalhes.tabela_vigente
else
combatObject = _detalhes.tabela_historico.tabelas [segment]
end
return combatObject
end
local getActorObjectFromCombat = function (combatObject, containerID, actorName)
local index = combatObject [containerID]._NameIndexTable [actorName]
return combatObject [containerID]._ActorTable [index]
end
local getUnitName = function (unitId)
local unitName, serverName = UnitName (unitId)
if (unitName) then
if (serverName and serverName ~= "") then
return unitName .. "-" .. serverName
else
return unitName
end
else
return unitId
end
end
--api
Details.API_Description = {}
--[=[
Details.SegmentElapsedTime (segment)
--=]=]
tinsert (Details.API_Description, {
name = "SegmentElapsedTime",
desc = "Return the total elapsed time of a segment.",
parameters = {
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "segmentElapsedTime",
type = "number",
desc = "Number representing the elapsed time of a combat.",
}
},
type = 1, --damage
})
function Details.SegmentElapsedTime (segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
return combatObject:GetCombatTime()
end
--[=[
Details.UnitDamage (unitId, segment)
--=]=]
tinsert (Details.API_Description, {
name = "UnitDamage",
desc = "Query the damage of a unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamage",
type = "number",
desc = "Number representing the unit damage.",
}
},
type = 1, --damage
})
function Details.UnitDamage (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
return floor (playerObject.total or 0)
end
--[=[
Details.UnitSpellDamage (unitId, spellId, segment)
--=]=]
tinsert (Details.API_Description, {
name = "UnitSpellDamage",
desc = "Query the total damage done of a spell casted by the unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query the damage done. Accept spell names.",
required = true,
},
{
name = "segment",
default = "0",
type = "number",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitSpellDamage",
type = "number",
desc = "Number representing the spell damage done.",
}
},
type = 1, --damage
})
function Details.UnitSpellDamage (unitId, spellId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
if (type (spellId) == "string") then
local newSpellId = select (7, GetSpellInfo (spellId))
if (not newSpellId) then
local passedSpellName = spellId:lower()
for damageSpellId, spellInfo in pairs (playerObject.spells._ActorTable) do
local spellName = GetSpellInfo (damageSpellId)
if (spellName:lower() == passedSpellName) then
spellId = damageSpellId
break
end
end
else
spellId = newSpellId
end
end
local spell = playerObject.spells._ActorTable [spellId]
return spell and spell.total or 0
end
--[=[
Details.UnitSpells (unitId, segment)
--=]=]
tinsert (Details.API_Description, {
name = "UnitDamageSpells",
desc = "Return a numeric table with spells IDs used by the unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitSpellDamage",
type = "number",
desc = "Number representing the spell damage done.",
}
},
type = 1, --damage
})
function Details.UnitDamageSpells (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return {}
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return {}
end
local unitSpells = playerObject.spells._ActorTable
local resultTable = {}
for spellId, spellObject in pairs (unitSpells) do
resultTable [#resultTable + 1] = spellId
end
return resultTable
end
--[=[
Details.UnitDamageTaken (unitId, segment)
--=]=]
tinsert (Details.API_Description, {
name = "UnitDamageTaken",
desc = "Query the unit damage taken.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamageTaken",
type = "number",
desc = "Number representing the damage taken by the unit.",
}
},
type = 1, --damage
})
function Details.UnitDamageTaken (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
return playerObject.damage_taken
end
--[=[
Details.UnitDamageOnUnit (unitId, targetUnitId, segment)
--=]=]
tinsert (Details.API_Description, {
name = "UnitDamageOnUnit",
desc = "Query the unit damage done on another unit.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "targetUnitId",
type = "string",
desc = "Name or ID of an unit, example: 'Thrall', 'Jaina', 'player', 'target', 'raid5'.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamageOnUnit",
type = "number",
desc = "Number representing the damage done by the unit on the target unit.",
}
},
type = 1, --damage
})
function Details.UnitDamageOnUnit (unitId, targetUnitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return 0
end
local targetName = getUnitName (targetUnitId)
return playerObject.targets [targetName] or 0
end
--[=[
Details.UnitDamageTakenFromSpell (unitId, spellId, segment)
--=]=]
tinsert (Details.API_Description, {
name = "UnitDamageTakenFromSpell",
desc = "Query the unit damage taken from a spell.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query its damage to an unit. Accept spell names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "unitDamageTakenFromSpell",
type = "number",
desc = "Number representing the damage taken by the unit from a spell.",
}
},
type = 1, --damage
})
function Details.UnitDamageTakenFromSpell (unitId, spellId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local damageContainer = combatObject:GetContainer (DETAILS_ATTRIBUTE_DAMAGE)
local totalDamageTaken = 0
local spellName = GetSpellInfo (spellId) or spellId
for i = 1, #damageContainer._ActorTable do
local playerObject = damageContainer._ActorTable [i]
local unitSpells = playerObject.spells._ActorTable
for spellId, spellObject in pairs (unitSpells) do
local thisSpellName = GetSpellInfo (spellId)
if (thisSpellName == spellName) then
totalDamageTaken = totalDamageTaken + (spellObject.targets [unitName] or 0)
end
end
end
return totalDamageTaken
end
--[=[
Details.UnitDamageInfo (unitId, segment)
--=]=]
tinsert (Details.API_Description, {
name = "UnitDamageInfo",
desc = "Return a table with damage information.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "damageInfo",
type = "table",
desc = "Table containing damage information, keys are: .total, .totalWithoutPet, .damageAbsorbed, .damageTaken, .friendlyFire and .activityTime",
}
},
type = 1, --damage
})
function Details.UnitDamageInfo (unitId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local damageInfo = {
total = 0,
totalWithoutPet = 0,
damageAbsorbed = 0,
damageTaken = 0,
friendlyFire = 0,
activityTime = 0,
}
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return damageInfo
end
damageInfo.total = floor (playerObject.total)
damageInfo.totalWithoutPet = floor (playerObject.total_without_pet)
damageInfo.damageAbsorbed = floor (playerObject.totalabsorbed)
damageInfo.damageTaken = floor (playerObject.damage_taken)
damageInfo.friendlyFire = playerObject.friendlyfire_total
damageInfo.activityTime = playerObject:Tempo()
return damageInfo
end
--[=[
Details.UnitSpellInfo (unitId, spellId, segment)
--=]=]
tinsert (Details.API_Description, {
name = "UnitDamageSpellInfo",
desc = "Return a table with the spell damage information.",
parameters = {
{
name = "unitId",
type = "string",
desc = "The ID of an unit, example: 'player', 'target', 'raid5'. Accept unit names.",
required = true,
},
{
name = "spellId",
type = "number",
desc = "Id of a spell to query its damage to an unit. Accept spell names.",
required = true,
},
{
name = "segment",
type = "number",
default = "0",
desc = "Which segment to retrive data, default value is zero (current segment). Use -1 for overall data or value from 1 to 25 for other segments.",
},
},
returnValues = {
{
name = "spellDamageInfo",
type = "table",
desc = "Table containing damage information, keys are: '.total', '.spellId', '.count', '.name', '.casted', '.regularMin', '.regularMax', '.regularAmount', '.regularDamage', '.criticalMin', '.criticalMax', '.criticalAmount', '.criticalDamage'",
}
},
type = 1, --damage
})
function Details.UnitDamageSpellInfo (unitId, spellId, segment)
segment = segment or 0
local combatObject = getCombatObject (segment)
if (not combatObject) then
return 0
end
local unitName = getUnitName (unitId)
local spellInfo = {
total = 0,
spellId = 0,
count = 0,
name = "",
casted = 0,
regularMin = 0,
regularMax = 0,
regularAmount = 0,
regularDamage = 0,
criticalMin = 0,
criticalMax = 0,
criticalAmount = 0,
criticalDamage = 0,
}
local playerObject = getActorObjectFromCombat (combatObject, 1, unitName)
if (not playerObject) then
return spellInfo
end
local miscPlayerObject = getActorObjectFromCombat (combatObject, 4, unitName)
local spellName = GetSpellInfo (spellId) or spellId
local spellObject
for thisSpellId, thisSpellObject in pairs (playerObject.spells._ActorTable) do
local thisSpellName = GetSpellInfo (thisSpellId)
if (thisSpellName == spellName) then
spellObject = thisSpellObject
spellId = thisSpellId
if (miscPlayerObject) then
local castedAmount = miscPlayerObject.spell_cast and miscPlayerObject.spell_cast [spellId]
if (castedAmount) then
spellInfo.casted = castedAmount
else
for castedSpellId, castedAmount in pairs (miscPlayerObject.spell_cast) do
local castedSpellName = GetSpellInfo (castedSpellId)
if (castedSpellName == spellName) then
spellInfo.casted = castedAmount
end
end
end
end
break
end
end
spellInfo.total = spellObject.total
spellInfo.count = spellObject.counter
spellInfo.spellId = spellId
spellInfo.name = spellName
spellInfo.regularMin = spellObject.n_min
spellInfo.regularMax = spellObject.n_max
spellInfo.regularAmount = spellObject.n_amt
spellInfo.regularDamage = spellObject.n_dmg
spellInfo.criticalMin = spellObject.c_min
spellInfo.criticalMax = spellObject.c_max
spellInfo.criticalAmount = spellObject.c_amt
spellInfo.criticalDamage = spellObject.c_dmg
return spellInfo
end
--stop auto complete: doo ende endp elsez