Files
coa-details/core/parser.lua
T
terciob19 c29e9875de - fixed issue with panic mode where sometimes his effects isn't triggered.
- added new small tutorial bubles for common tasks.
- tutorials now are account wide and not trigger on new characters.
- small improvements on details framework.
- added new hook type: HOOK_BUFF, triggered with buff or debuff parser.
- new skin: simple gray.
- added a minimap button and a button on addons interface panel.
new Api: instance:LockInstance (boolean)
2014-01-02 11:21:22 -02:00

2877 lines
108 KiB
Lua

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