Files
coa-details/classes/classe_custom.lua
T
tercio b1cf458ca5 - Full rewrite on custom displays.
- Fixed the report bug on healing, energy and misc attributes.
- Fixed a bug where the player pet wasn't being tracked after logon in the game.

- NewAPI: instance:IsGroupMode() return if a instance is in group mode.
- NewAPI: instance:GetCustomObject() return the custom object current used by the isntance.
- NewAPI: _detalhes:GetEncounterActorsName (EJ_EncounterID) return a hash table with [bossname] -> {[model] [displayInfo]}
- NewAPI: actor:GetDisplayName() actor:Class() return the formated name; return the class.
- NewAPI: _detalhes:GetClassIcon (class) return the icon path and texcoords.
2014-06-21 18:11:08 -03:00

1354 lines
46 KiB
Lua

--> customized display script
local _detalhes = _G._detalhes
local gump = _detalhes.gump
local _
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> local pointers
local _cstr = string.format --lua local
local _math_floor = math.floor --lua local
local _table_sort = table.sort --lua local
local _table_insert = table.insert --lua local
local _table_size = table.getn --lua local
local _setmetatable = setmetatable --lua local
local _ipairs = ipairs --lua local
local _pairs = pairs --lua local
local _rawget= rawget --lua local
local _math_min = math.min --lua local
local _math_max = math.max --lua local
local _bit_band = bit.band --lua local
local _unpack = unpack --lua local
local _type = type --lua local
local _GetSpellInfo = _detalhes.getspellinfo -- api local
local _IsInRaid = IsInRaid -- api local
local _IsInGroup = IsInGroup -- api local
local _GetNumGroupMembers = GetNumGroupMembers -- api local
local _GetNumPartyMembers = GetNumPartyMembers or GetNumSubgroupMembers -- api local
local _GetNumRaidMembers = GetNumRaidMembers or GetNumGroupMembers -- api local
local _GetUnitName = GetUnitName -- api local
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> constants
local atributo_custom = _detalhes.atributo_custom
atributo_custom.mt = {__index = atributo_custom}
local combat_containers = {
["damagedone"] = 1,
["healdone"] = 2,
}
--> hold the mini custom objects
atributo_custom._InstanceActorContainer = {}
atributo_custom._InstanceLastCustomShown = {}
atributo_custom._InstanceLastCombatShown = {}
atributo_custom._TargetActorsProcessed = {}
local ToKFunctions = _detalhes.ToKFunctions
local SelectedToKFunction = ToKFunctions [1]
local UsingCustomRightText = false
local FormatTooltipNumber = ToKFunctions [8]
local TooltipMaximizedMethod = 1
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> core
function atributo_custom:GetCombatContainerIndex (attribute)
return combat_containers [attribute]
end
function atributo_custom:RefreshWindow (instance, combat, force, export)
--> get the custom object
local custom_object = instance:GetCustomObject()
if (not custom_object) then
return instance:ResetAttribute()
end
--> save the custom name in the instance
instance.customName = custom_object:GetName()
--> get the container holding the custom actor objects for this instance
local instance_container = atributo_custom:GetInstanceCustomActorContainer (instance)
local last_shown = atributo_custom._InstanceLastCustomShown [instance:GetId()]
if (last_shown and last_shown ~= custom_object:GetName()) then
instance_container:WipeCustomActorContainer()
end
atributo_custom._InstanceLastCustomShown [instance:GetId()] = custom_object:GetName()
local last_combat_shown = atributo_custom._InstanceLastCombatShown [instance:GetId()]
if (last_combat_shown and last_combat_shown ~= combat) then
instance_container:WipeCustomActorContainer()
end
atributo_custom._InstanceLastCombatShown [instance:GetId()] = combat
--> declare the main locals
local total = 0
local top = 0
local amount = 0
--> check if is a custom script
if (custom_object:IsScripted()) then
--> be save reseting the values on every refresh
instance_container:ResetCustomActorContainer()
--> todo: cache custom scripts
local func = loadstring (custom_object.script)
if (not func) then
print ("error building the function.", func)
end
--> call the loop function
total, top, amount = func (combat, instance_container, instance)
else
--> get the attribute
local attribute = custom_object:GetAttribute()
--> get the custom function (actor, source, target, spellid)
local func = atributo_custom [attribute]
--> get the combat container
local container_index = self:GetCombatContainerIndex (attribute)
local combat_container = combat [container_index]._ActorTable
--> build container
total, top, amount = atributo_custom:BuildActorList (func, custom_object.source, custom_object.target, custom_object.spellid, combat, combat_container, container_index, instance_container, instance, custom_object)
end
if (custom_object:IsSpellTarget()) then
amount = atributo_custom._TargetActorsProcessedAmt
total = atributo_custom._TargetActorsProcessedTotal
top = atributo_custom._TargetActorsProcessedTop
end
if (amount == 0) then
if (force) then
if (instance:IsGroupMode()) then
for i = 1, instance.rows_fit_in_window do
gump:Fade (instance.barras [i], "in", 0.3)
end
end
end
instance:EsconderScrollBar()
return _detalhes:EndRefresh (instance, total, combat, combat [container_index])
end
combat.totals [custom_object:GetName()] = total
instance_container:Sort()
instance_container:Remap()
if (export) then
return total, instance_container._ActorTable, top, amount
end
instance:AtualizarScrollBar (amount)
atributo_custom:Refresh (instance, instance_container, combat, force, total, top)
return _detalhes:EndRefresh (instance, total, combat, combat [container_index])
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> refresh functions
function atributo_custom:Refresh (instance, instance_container, combat, force, total, top)
local qual_barra = 1
local barras_container = instance.barras
local percentage_type = instance.row_info.percent_type
local combat_time = combat:GetCombatTime()
UsingCustomRightText = instance.row_info.textR_enable_custom_text
--> total bar
local use_total_bar = false
if (instance.total_bar.enabled) then
use_total_bar = true
if (instance.total_bar.only_in_group and (not _IsInGroup() and not _IsInRaid())) then
use_total_bar = false
end
end
if (instance.bars_sort_direction == 1) then --top to bottom
if (use_total_bar and instance.barraS[1] == 1) then
qual_barra = 2
local iter_last = instance.barraS[2]
if (iter_last == instance.rows_fit_in_window) then
iter_last = iter_last - 1
end
local row1 = barras_container [1]
row1.minha_tabela = nil
row1.texto_esquerdo:SetText (Loc ["STRING_TOTAL"])
row1.texto_direita:SetText (_detalhes:ToK2 (total) .. " (" .. _detalhes:ToK (total / combat_time) .. ")")
row1.statusbar:SetValue (100)
local r, b, g = unpack (instance.total_bar.color)
row1.textura:SetVertexColor (r, b, g)
row1.icone_classe:SetTexture (instance.total_bar.icon)
row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
gump:Fade (row1, "out")
for i = instance.barraS[1], iter_last, 1 do
instance_container._ActorTable[i]:UpdateBar (barras_container, qual_barra, percentage_type, i, total, top, instance, force)
qual_barra = qual_barra+1
end
else
for i = instance.barraS[1], instance.barraS[2], 1 do
instance_container._ActorTable[i]:UpdateBar (barras_container, qual_barra, percentage_type, i, total, top, instance, force)
qual_barra = qual_barra+1
end
end
elseif (instance.bars_sort_direction == 2) then --bottom to top
if (use_total_bar and instance.barraS[1] == 1) then
qual_barra = 2
local iter_last = instance.barraS[2]
if (iter_last == instance.rows_fit_in_window) then
iter_last = iter_last - 1
end
local row1 = barras_container [1]
row1.minha_tabela = nil
row1.texto_esquerdo:SetText (Loc ["STRING_TOTAL"])
row1.texto_direita:SetText (_detalhes:ToK2 (total) .. " (" .. _detalhes:ToK (total / combat_time) .. ")")
row1.statusbar:SetValue (100)
local r, b, g = unpack (instance.total_bar.color)
row1.textura:SetVertexColor (r, b, g)
row1.icone_classe:SetTexture (instance.total_bar.icon)
row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
gump:Fade (row1, "out")
for i = iter_last, instance.barraS[1], -1 do --> vai atualizar só o range que esta sendo mostrado
instance_container._ActorTable[i]:UpdateBar (barras_container, qual_barra, percentage_type, i, total, top, instance, force)
qual_barra = qual_barra+1
end
else
for i = instance.barraS[2], instance.barraS[1], -1 do --> vai atualizar só o range que esta sendo mostrado
instance_container._ActorTable[i]:UpdateBar (barras_container, qual_barra, percentage_type, i, total, top, instance, force)
qual_barra = qual_barra+1
end
end
end
if (force) then
if (instance:IsGroupMode()) then
for i = qual_barra, instance.rows_fit_in_window do
gump:Fade (instance.barras [i], "in", 0.3)
end
end
end
end
function atributo_custom:BuildActorList (func, source, target, spellid, combat, combat_container, container_index, instance_container, instance, custom_object)
--> do the loop
local total = 0
local top = 0
local amount = 0
--> check if is a spell target custom
if (custom_object:IsSpellTarget()) then
table.wipe (atributo_custom._TargetActorsProcessed)
atributo_custom._TargetActorsProcessedAmt = 0
atributo_custom._TargetActorsProcessedTotal = 0
atributo_custom._TargetActorsProcessedTop = 0
instance_container:ResetCustomActorContainer()
end
if (source == "[all]") then
for _, actor in _ipairs (combat_container) do
local actortotal = func (_, actor, source, target, spellid, combat, instance_container)
if (actortotal > 0) then
total = total + actortotal
amount = amount + 1
if (actortotal > top) then
top = actortotal
end
instance_container:SetValue (actor, actortotal)
end
end
elseif (source == "[raid]") then
if (_detalhes.in_combat and instance.segmento == 0 and not export) then
if (container_index == 1) then
combat_container = _detalhes.cache_damage_group
elseif (container_index == 2) then
combat_container = _detalhes.cache_healing_group
end
end
for _, actor in _ipairs (combat_container) do
if (actor.grupo) then
local actortotal = func (_, actor, source, target, spellid, combat, instance_container)
if (actortotal > 0) then
total = total + actortotal
amount = amount + 1
if (actortotal > top) then
top = actortotal
end
instance_container:SetValue (actor, actortotal)
end
end
end
elseif (source == "[player]") then
local pindex = combat [container_index]._NameIndexTable [_detalhes.playername]
if (pindex) then
local actor = combat [container_index]._ActorTable [pindex]
local actortotal = func (_, actor, source, target, spellid, combat, instance_container)
if (actortotal > 0) then
total = total + actortotal
amount = amount + 1
if (actortotal > top) then
top = actortotal
end
instance_container:SetValue (actor, actortotal)
end
end
else
local pindex = combat [container_index]._NameIndexTable [source]
if (pindex) then
local actor = combat [container_index]._ActorTable [pindex]
local actortotal = func (_, actor, source, target, spellid, combat, instance_container)
if (actortotal > 0) then
total = total + actortotal
amount = amount + 1
if (actortotal > top) then
top = actortotal
end
instance_container:SetValue (actor, actortotal)
end
end
end
return total, top, amount
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> attributes functions
--> damage done
function atributo_custom:damagedoneTooltip (actor, target, spellid, combat, instance)
if (spellid) then
if (instance:GetCustomObject():IsSpellTarget()) then
local targetname = actor.nome
local this_actor = combat (1, targetname)
if (this_actor) then
for name, _ in _pairs (this_actor.damage_from) do
local aggressor = combat (1, name)
if (aggressor) then
local spell = aggressor.spell_tables._ActorTable [spellid]
if (spell) then
local on_me = spell.targets._NameIndexTable [targetname]
if (on_me) then
on_me = spell.targets._ActorTable [on_me]
GameCooltip:AddLine (aggressor.nome, FormatTooltipNumber (_, on_me.total))
end
end
end
end
end
return
else
local name, _, icon = _GetSpellInfo (spellid)
GameCooltip:AddLine (name)
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
GameCooltip:AddLine ("Damage: ", spell.total) --> localize-me
GameCooltip:AddLine ("Hits: ", spell.counter) --> localize-me
GameCooltip:AddLine ("Critical Hits: ", spell.c_amt) --> localize-me
end
elseif (target) then
if (target == "[all]") then
actor.targets:SortByKey ("total")
for _, target_object in _ipairs (actor.targets._ActorTable) do
GameCooltip:AddLine (target_object.nome, FormatTooltipNumber (_, target_object.total))
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon ([[Interface\FriendsFrame\StatusIcon-Offline]], 1, 1, 14, 14)
end
elseif (target == "[raid]") then
local roster = combat.raid_roster
actor.targets:SortByKey ("total")
for _, target_object in _ipairs (actor.targets._ActorTable) do
if (roster [target_object.nome]) then
GameCooltip:AddLine (target_object.nome, FormatTooltipNumber (_, target_object.total))
end
end
elseif (target == "[player]") then
local targetactor = actor.targets._NameIndexTable [_detalhes.playername]
if (targetactor) then
targetactor = actor.targets._ActorTable [targetactor]
GameCooltip:AddLine (targetactor.nome, FormatTooltipNumber (_, targetactor.total))
end
else
local targetactor = actor.targets._NameIndexTable [target]
if (targetactor) then
targetactor = actor.targets._ActorTable [targetactor]
GameCooltip:AddLine (target, FormatTooltipNumber (_, targetactor.total))
end
end
else
actor:ToolTip_DamageDone (instance)
end
end
function atributo_custom:damagedone (actor, source, target, spellid, combat, instance_container)
if (spellid) then --> spell is always damage done
local spell = actor.spell_tables._ActorTable [spellid]
if (spell) then
if (target) then
if (target == "[all]") then
for _, targetactor in _ipairs (spell.targets._ActorTable) do
--> add amount
instance_container:AddValue (targetactor, targetactor.total, true)
atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
--> add to processed container
if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
atributo_custom._TargetActorsProcessed [targetactor.nome] = true
atributo_custom._TargetActorsProcessedAmt = atributo_custom._TargetActorsProcessedAmt + 1
end
end
return 0, true
elseif (target == "[raid]") then
local roster = combat.raid_roster
for _, targetactor in _ipairs (spell.targets._ActorTable) do
if (roster [targetactor.nome]) then
--> add amount
instance_container:AddValue (targetactor, targetactor.total)
atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
--> add to processed container
if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
atributo_custom._TargetActorsProcessed [targetactor.nome] = true
atributo_custom._TargetActorsProcessedAmt = atributo_custom._TargetActorsProcessedAmt + 1
end
end
end
return 0, true
elseif (target == "[player]") then
local targetactor = spell.targets._NameIndexTable [_detalhes.playername]
if (targetactor) then
targetactor = spell.targets._ActorTable [targetactor]
--> add amount
instance_container:AddValue (targetactor, targetactor.total)
atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
--> add to processed container
if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
atributo_custom._TargetActorsProcessed [targetactor.nome] = true
atributo_custom._TargetActorsProcessedAmt = atributo_custom._TargetActorsProcessedAmt + 1
end
end
return 0, true
else
local targetactor = actor.targets._NameIndexTable [target]
if (targetactor) then
targetactor = spell.targets._ActorTable [targetactor]
--> add amount
instance_container:AddValue (targetactor, targetactor.total)
atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
--> add to processed container
if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
atributo_custom._TargetActorsProcessed [targetactor.nome] = true
atributo_custom._TargetActorsProcessedAmt = atributo_custom._TargetActorsProcessedAmt + 1
end
end
return 0, true
end
else
return spell.total
end
else
return 0
end
elseif (target) then
if (target == "[all]") then
return actor.targets:GetTotal()
elseif (target == "[raid]") then
return actor.targets:GetTotalOnRaid (nil, combat)
elseif (target == "[player]") then
local targetactor = actor.targets._NameIndexTable [_detalhes.playername]
if (targetactor) then
return actor.targets._ActorTable [targetactor].total
else
return 0
end
else
local targetactor = actor.targets._NameIndexTable [target]
if (targetactor) then
return actor.targets._ActorTable [targetactor].total
else
return 0
end
end
else
return actor.total or 0
end
end
--> healing done
function atributo_custom:healdoneTooltip (actor, target, spellid, combat, instance)
if (spellid) then
if (instance:GetCustomObject():IsSpellTarget()) then
local targetname = actor.nome
local this_actor = combat (2, targetname)
if (this_actor) then
for name, _ in _pairs (this_actor.healing_from) do
local healer = combat (2, name)
if (healer) then
local spell = healer.spell_tables._ActorTable [spellid]
if (spell) then
local on_me = spell.targets._NameIndexTable [targetname]
if (on_me) then
on_me = spell.targets._ActorTable [on_me]
GameCooltip:AddLine (healer.nome, FormatTooltipNumber (_, on_me.total))
end
end
end
end
end
return
else
local name, _, icon = _GetSpellInfo (spellid)
GameCooltip:AddLine (name)
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
GameCooltip:AddLine ("Healing: ", spell.total) --> localize-me
GameCooltip:AddLine ("Hits: ", spell.counter) --> localize-me
GameCooltip:AddLine ("Critical Hits: ", spell.c_amt) --> localize-me
end
elseif (target) then
if (target == "[all]") then
actor.targets:SortByKey ("total")
for _, target_object in _ipairs (actor.targets._ActorTable) do
GameCooltip:AddLine (target_object.nome, FormatTooltipNumber (_, target_object.total))
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon ([[Interface\FriendsFrame\StatusIcon-Offline]], 1, 1, 14, 14)
end
elseif (target == "[raid]") then
local roster = combat.raid_roster
actor.targets:SortByKey ("total")
for _, target_object in _ipairs (actor.targets._ActorTable) do
if (roster [target_object.nome]) then
GameCooltip:AddLine (target_object.nome, FormatTooltipNumber (_, target_object.total))
end
end
elseif (target == "[player]") then
local targetactor = actor.targets._NameIndexTable [_detalhes.playername]
if (targetactor) then
targetactor = actor.targets._ActorTable [targetactor]
GameCooltip:AddLine (targetactor.nome, FormatTooltipNumber (_, targetactor.total))
end
else
local targetactor = actor.targets._NameIndexTable [target]
if (targetactor) then
targetactor = actor.targets._ActorTable [targetactor]
GameCooltip:AddLine (target, FormatTooltipNumber (_, targetactor.total))
end
end
else
actor:ToolTip_DamageDone (instance)
end
end
function atributo_custom:healdone (actor, source, target, spellid, combat, instance_container)
if (spellid) then --> spell is always healing done
local spell = actor.spell_tables._ActorTable [spellid]
local melee = actor.spell_tables._ActorTable [1]
if (spell) then
if (target) then
if (target == "[all]") then
for _, targetactor in _ipairs (spell.targets._ActorTable) do
--> add amount
instance_container:AddValue (targetactor, targetactor.total, true)
atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
--> add to processed container
if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
atributo_custom._TargetActorsProcessed [targetactor.nome] = true
atributo_custom._TargetActorsProcessedAmt = atributo_custom._TargetActorsProcessedAmt + 1
end
end
return 0, true
elseif (target == "[raid]") then
local roster = combat.raid_roster
for _, targetactor in _ipairs (spell.targets._ActorTable) do
if (roster [targetactor.nome]) then
--> add amount
instance_container:AddValue (targetactor, targetactor.total)
atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
--> add to processed container
if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
atributo_custom._TargetActorsProcessed [targetactor.nome] = true
atributo_custom._TargetActorsProcessedAmt = atributo_custom._TargetActorsProcessedAmt + 1
end
end
end
return 0, true
elseif (target == "[player]") then
local targetactor = spell.targets._NameIndexTable [_detalhes.playername]
if (targetactor) then
targetactor = spell.targets._ActorTable [targetactor]
--> add amount
instance_container:AddValue (targetactor, targetactor.total)
atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
--> add to processed container
if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
atributo_custom._TargetActorsProcessed [targetactor.nome] = true
atributo_custom._TargetActorsProcessedAmt = atributo_custom._TargetActorsProcessedAmt + 1
end
end
return 0, true
else
local targetactor = actor.targets._NameIndexTable [target]
if (targetactor) then
targetactor = spell.targets._ActorTable [targetactor]
--> add amount
instance_container:AddValue (targetactor, targetactor.total)
atributo_custom._TargetActorsProcessedTotal = atributo_custom._TargetActorsProcessedTotal + targetactor.total
--> add to processed container
if (not atributo_custom._TargetActorsProcessed [targetactor.nome]) then
atributo_custom._TargetActorsProcessed [targetactor.nome] = true
atributo_custom._TargetActorsProcessedAmt = atributo_custom._TargetActorsProcessedAmt + 1
end
end
return 0, true
end
else
return spell.total
end
else
return 0
end
elseif (target) then
if (target == "[all]") then
return actor.targets:GetTotal()
elseif (target == "[raid]") then
return actor.targets:GetTotalOnRaid (nil, combat)
elseif (target == "[player]") then
local targetactor = actor.targets._NameIndexTable [_detalhes.playername]
if (targetactor) then
return actor.targets._ActorTable [targetactor].total
else
return 0
end
else
local targetactor = actor.targets._NameIndexTable [target]
if (targetactor) then
return actor.targets._ActorTable [targetactor].total
else
return 0
end
end
else
return actor.total or 0
end
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> custom object functions
local actor_class_color_r, actor_class_color_g, actor_class_color_b
function atributo_custom:UpdateBar (row_container, index, percentage_type, rank, total, top, instance, is_forced)
local row = row_container [index]
local previous_table = row.minha_tabela
row.colocacao = rank
row.minha_tabela = self
self.minha_barra = row
local percent
if (percentage_type == 1) then
percent = _cstr ("%.1f", self.value / total * 100)
elseif (percentage_type == 2) then
percent = _cstr ("%.1f", self.value / top * 100)
end
local formated_value = SelectedToKFunction (_, self.value)
if (UsingCustomRightText) then
row.texto_direita:SetText (instance.row_info.textR_custom_text:ReplaceData (formated_value, "", percent, self))
else
row.texto_direita:SetText (formated_value .. " (" .. percent .. "%)")
end
local row_value = _math_floor ((self.value / top) * 100)
--tooltip function--
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
self:RefreshBarra2 (row, instance, previous_table, is_forced, row_value, index, row_container)
end
function atributo_custom:RefreshBarra2 (esta_barra, instancia, tabela_anterior, forcar, esta_porcentagem, qual_barra, barras_container)
--> primeiro colocado
if (esta_barra.colocacao == 1) then
if (not tabela_anterior or tabela_anterior ~= esta_barra.minha_tabela or forcar) then
esta_barra.statusbar:SetValue (100)
if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
gump:Fade (esta_barra, "out")
end
return self:RefreshBarra (esta_barra, instancia)
else
return
end
else
if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
esta_barra.statusbar:SetValue (esta_porcentagem)
gump:Fade (esta_barra, "out")
if (instancia.row_info.texture_class_colors) then
esta_barra.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (instancia.row_info.texture_background_class_color) then
esta_barra.background:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
return self:RefreshBarra (esta_barra, instancia)
else
--> agora esta comparando se a tabela da barra é diferente da tabela na atualização anterior
if (not tabela_anterior or tabela_anterior ~= esta_barra.minha_tabela or forcar) then --> aqui diz se a barra do jogador mudou de posição ou se ela apenas será atualizada
esta_barra.statusbar:SetValue (esta_porcentagem)
esta_barra.last_value = esta_porcentagem --> reseta o ultimo valor da barra
if (_detalhes.is_using_row_animations and forcar) then
esta_barra.tem_animacao = 0
esta_barra:SetScript ("OnUpdate", nil)
end
return self:RefreshBarra (esta_barra, instancia)
elseif (esta_porcentagem ~= esta_barra.last_value) then --> continua mostrando a mesma tabela então compara a porcentagem
--> apenas atualizar
if (_detalhes.is_using_row_animations) then
local upRow = barras_container [qual_barra-1]
if (upRow) then
if (upRow.statusbar:GetValue() < esta_barra.statusbar:GetValue()) then
esta_barra.statusbar:SetValue (esta_porcentagem)
else
instancia:AnimarBarra (esta_barra, esta_porcentagem)
end
else
instancia:AnimarBarra (esta_barra, esta_porcentagem)
end
else
esta_barra.statusbar:SetValue (esta_porcentagem)
end
esta_barra.last_value = esta_porcentagem
end
end
end
end
function atributo_custom:RefreshBarra (esta_barra, instancia, from_resize)
if (from_resize) then
actor_class_color_r, actor_class_color_g, actor_class_color_b = self:GetBarColor()
end
if (instancia.row_info.texture_class_colors) then
esta_barra.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (instancia.row_info.texture_background_class_color) then
esta_barra.background:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (self.classe == "UNKNOW") then
esta_barra.icone_classe:SetTexture ("Interface\\LFGFRAME\\LFGROLE_BW")
esta_barra.icone_classe:SetTexCoord (.25, .5, 0, 1)
esta_barra.icone_classe:SetVertexColor (1, 1, 1)
elseif (self.classe == "UNGROUPPLAYER") then
if (self.enemy) then
if (_detalhes.faction_against == "Horde") then
esta_barra.icone_classe:SetTexture ("Interface\\ICONS\\Achievement_Character_Orc_Male")
esta_barra.icone_classe:SetTexCoord (0, 1, 0, 1)
else
esta_barra.icone_classe:SetTexture ("Interface\\ICONS\\Achievement_Character_Human_Male")
esta_barra.icone_classe:SetTexCoord (0, 1, 0, 1)
end
else
if (_detalhes.faction_against == "Horde") then
esta_barra.icone_classe:SetTexture ("Interface\\ICONS\\Achievement_Character_Human_Male")
esta_barra.icone_classe:SetTexCoord (0, 1, 0, 1)
else
esta_barra.icone_classe:SetTexture ("Interface\\ICONS\\Achievement_Character_Orc_Male")
esta_barra.icone_classe:SetTexCoord (0, 1, 0, 1)
end
end
esta_barra.icone_classe:SetVertexColor (1, 1, 1)
elseif (self.classe == "PET") then
esta_barra.icone_classe:SetTexture (instancia.row_info.icon_file)
esta_barra.icone_classe:SetTexCoord (0.25, 0.49609375, 0.75, 1)
esta_barra.icone_classe:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
else
esta_barra.icone_classe:SetTexture (instancia.row_info.icon_file)
esta_barra.icone_classe:SetTexCoord (_unpack (CLASS_ICON_TCOORDS [self.classe])) --very slow method
esta_barra.icone_classe:SetVertexColor (1, 1, 1)
end
if (self.enemy) then
if (self.arena_enemy) then
esta_barra.texto_esquerdo:SetText (esta_barra.colocacao .. ".|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. instancia.row_info.height .. ":" .. instancia.row_info.height .. ":0:0:256:256:" .. _detalhes.role_texcoord [self.role or "NONE"] .. "|t" .. self.displayName)
esta_barra.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
else
if (_detalhes.faction_against == "Horde") then
esta_barra.texto_esquerdo:SetText (esta_barra.colocacao..". |TInterface\\AddOns\\Details\\images\\icones_barra:"..instancia.row_info.height..":"..instancia.row_info.height..":0:0:256:32:0:32:0:32|t"..self.displayName) --seta o texto da esqueda -- HORDA
else
esta_barra.texto_esquerdo:SetText (esta_barra.colocacao..". |TInterface\\AddOns\\Details\\images\\icones_barra:"..instancia.row_info.height..":"..instancia.row_info.height..":0:0:256:32:32:64:0:32|t"..self.displayName) --seta o texto da esqueda -- ALLY
end
if (instancia.row_info.texture_class_colors) then
esta_barra.textura:SetVertexColor (0.94117, 0, 0.01960, 1)
end
end
else
if (self.arena_ally) then
esta_barra.texto_esquerdo:SetText (esta_barra.colocacao .. ".|TInterface\\LFGFRAME\\UI-LFG-ICON-ROLES:" .. instancia.row_info.height .. ":" .. instancia.row_info.height .. ":0:0:256:256:" .. _detalhes.role_texcoord [self.role or "NONE"] .. "|t" .. self.displayName)
else
esta_barra.texto_esquerdo:SetText (esta_barra.colocacao..". "..self.displayName) --seta o texto da esqueda
end
end
if (instancia.row_info.textL_class_colors) then
esta_barra.texto_esquerdo:SetTextColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
if (instancia.row_info.textR_class_colors) then
esta_barra.texto_direita:SetTextColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
end
esta_barra.texto_esquerdo:SetSize (esta_barra:GetWidth() - esta_barra.texto_direita:GetStringWidth() - 20, 15)
end
function atributo_custom:CreateCustomActorContainer()
return _setmetatable ({
_NameIndexTable = {},
_ActorTable = {}
}, {__index = atributo_custom})
end
function atributo_custom:ResetCustomActorContainer()
for _, actor in _ipairs (self._ActorTable) do
actor.value = 0
end
end
function atributo_custom:WipeCustomActorContainer()
table.wipe (self._ActorTable)
table.wipe (self._NameIndexTable)
end
function atributo_custom:AddValue (actor, actortotal, checktop)
local actor_table = self:GetActorTable (actor)
actor_table.my_actor = actor
actor_table.value = actor_table.value + actortotal
if (checktop) then
if (actor_table.value > atributo_custom._TargetActorsProcessedTop) then
atributo_custom._TargetActorsProcessedTop = actor_table.value
end
end
end
function atributo_custom:SetValue (actor, actortotal)
local actor_table = self:GetActorTable (actor)
actor_table.my_actor = actor
actor_table.value = actortotal
end
function atributo_custom:UpdateClass (actors)
actors.new_actor.classe = actors.actor.classe
end
function atributo_custom:GetActorTable (actor)
local index = self._NameIndexTable [actor.nome]
if (index) then
return self._ActorTable [index]
else
local new_actor = _setmetatable ({
nome = actor.nome,
classe = actor.classe,
value = 0,
}, atributo_custom.mt)
new_actor.displayName = new_actor.nome
if (not new_actor.classe) then
new_actor.classe = _detalhes:GetClass (actor.nome) or "UNKNOW"
end
if (new_actor.classe == "UNGROUPPLAYER") then
atributo_custom:ScheduleTimer ("UpdateClass", 5, {new_actor = new_actor, actor = actor})
end
index = #self._ActorTable+1
self._ActorTable [index] = new_actor
self._NameIndexTable [actor.nome] = index
return new_actor
end
end
function atributo_custom:GetInstanceCustomActorContainer (instance)
if (not atributo_custom._InstanceActorContainer [instance:GetId()]) then
atributo_custom._InstanceActorContainer [instance:GetId()] = self:CreateCustomActorContainer()
end
return atributo_custom._InstanceActorContainer [instance:GetId()]
end
function atributo_custom:CreateCustomDisplayObject()
return _setmetatable ({
name = "new custom",
icon = [[Interface\ICONS\TEMP]],
author = "unknown",
attribute = "damagedone",
source = "[all]",
target = "[all]",
spellid = false,
script = false,
}, {__index = atributo_custom})
end
local custom_sort = function (t1, t2)
return t1.value > t2.value
end
function atributo_custom:Sort (container)
container = container or self
_table_sort (container._ActorTable, custom_sort)
end
function atributo_custom:Remap()
local map = self._NameIndexTable
local actors = self._ActorTable
for i = 1, #actors do
map [actors[i].nome] = i
end
end
function atributo_custom:ToolTip (instance, bar_number, row_object, keydown)
--> get the custom object
local custom_object = instance:GetCustomObject()
--> get the actor
local actor = self.my_actor
local r, g, b = actor:GetClassColor()
_detalhes:AddTooltipSpellHeaderText (custom_object:GetName(), "yellow", 1, 0, 0, 0)
GameCooltip:AddIcon (custom_object:GetIcon(), 1, 1, 14, 14, 0.90625, 0.109375, 0.15625, 0.875)
GameCooltip:AddStatusBar (100, 1, r, g, b, 1)
if (custom_object:IsScripted()) then
if (custom_object.tooltip) then
local func = loadstring (custom_object.tooltip)
func (actor, instance.showing, instance)
end
else
--> get the attribute
local attribute = custom_object:GetAttribute()
local container_index = atributo_custom:GetCombatContainerIndex (attribute)
--> get the tooltip function
local func = atributo_custom [attribute .. "Tooltip"]
--> build the tooltip
func (_, actor, custom_object.target, custom_object.spellid, instance.showing, instance)
end
return true
end
function atributo_custom:GetName()
return self.name
end
function atributo_custom:GetIcon()
return self.icon
end
function atributo_custom:GetAuthor()
return self.author
end
function atributo_custom:GetDesc()
return self.desc
end
function atributo_custom:GetAttribute()
return self.attribute
end
function atributo_custom:GetSource()
return self.source
end
function atributo_custom:GetTarget()
return self.target
end
function atributo_custom:GetSpellId()
return self.spellid
end
function atributo_custom:GetScript()
return self.script
end
function atributo_custom:GetScriptToolip()
return self.tooltip
end
function atributo_custom:SetName (name)
self.name = name
end
function atributo_custom:SetIcon (path)
self.icon = path
end
function atributo_custom:SetAuthor (author)
self.author = author
end
function atributo_custom:SetDesc (desc)
self.desc = desc
end
function atributo_custom:SetAttribute (newattribute)
self.attribute = newattribute
end
function atributo_custom:SetSource (source)
self.source = source
end
function atributo_custom:SetTarget (target)
self.target = target
end
function atributo_custom:SetSpellId (spellid)
self.spellid = spellid
end
function atributo_custom:SetScript (code)
self.script = code
end
function atributo_custom:SetScriptToolip (code)
self.tooltip = code
end
function atributo_custom:IsScripted()
return self.script and true or false
end
function atributo_custom:IsSpellTarget()
return self.spellid and self.target and true
end
function _detalhes.refresh:r_atributo_custom()
for _, custom_object in _ipairs (_detalhes.custom) do
_setmetatable (custom_object, atributo_custom)
custom_object.__index = atributo_custom
end
end
function _detalhes.clear:c_atributo_custom()
for _, custom_object in _ipairs (_detalhes.custom) do
custom_object.__index = nil
end
end
function atributo_custom:UpdateSelectedToKFunction()
SelectedToKFunction = ToKFunctions [_detalhes.ps_abbreviation]
FormatTooltipNumber = ToKFunctions [_detalhes.tooltip.abbreviation]
TooltipMaximizedMethod = _detalhes.tooltip.maximize_method
end
function _detalhes:AddDefaultCustomDisplays()
local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
local PotionUsed = {
name = Loc ["STRING_CUSTOM_POT_DEFAULT"],
icon = [[Interface\ICONS\Trade_Alchemy_PotionD4]],
attribute = false,
spellid = false,
author = "Details!",
desc = Loc ["STRING_CUSTOM_POT_DEFAULT_DESC"],
source = false,
target = false,
script = [[
--init:
local combat, instance_container, instance = ...
local total, top, amount = 0, 0, 0
--get the misc actor container
local misc_container = combat:GetActorList ( DETAILS_ATTRIBUTE_MISC )
--do the loop:
for _, player in ipairs ( misc_container ) do
--only player in group
if (player:IsGroupPlayer()) then
local found_potion = false
--get the spell debuff uptime container
local debuff_uptime_container = player.debuff_uptime and player.debuff_uptime_spell_tables and player.debuff_uptime_spell_tables._ActorTable
if (debuff_uptime_container) then
--potion of focus (can't use as pre-potion, so, its amount is always 1
local focus_potion = debuff_uptime_container [105701]
if (focus_potion) then
total = total + 1
found_potion = true
if (top < 1) then
top = 1
end
--add amount to the player
instance_container:AddValue (player, 1)
end
end
--get the spell buff uptime container
local buff_uptime_container = player.buff_uptime and player.buff_uptime_spell_tables and player.buff_uptime_spell_tables._ActorTable
if (buff_uptime_container) then
--potion of the jade serpent
local jade_serpent_potion = buff_uptime_container [105702]
if (jade_serpent_potion) then
local used = jade_serpent_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
--potion of mogu power
local mogu_power_potion = buff_uptime_container [105706]
if (mogu_power_potion) then
local used = mogu_power_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
--virmen's bite
local virmens_bite_potion = buff_uptime_container [105697]
if (virmens_bite_potion) then
local used = virmens_bite_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
--potion of the mountains
local mountains_potion = buff_uptime_container [105698]
if (mountains_potion) then
local used = mountains_potion.activedamt
if (used > 0) then
total = total + used
found_potion = true
if (used > top) then
top = used
end
--add amount to the player
instance_container:AddValue (player, used)
end
end
end
if (found_potion) then
amount = amount + 1
end
end
end
--return:
return total, top, amount
]],
tooltip = [[
--init:
local player, combat, instance = ...
--get the debuff container for potion of focus
local debuff_uptime_container = player.debuff_uptime and player.debuff_uptime_spell_tables and player.debuff_uptime_spell_tables._ActorTable
if (debuff_uptime_container) then
local focus_potion = debuff_uptime_container [105701]
if (focus_potion) then
local name, _, icon = GetSpellInfo (105701)
GameCooltip:AddLine (name, 1) --> can use only 1 focus potion (can't be pre-potion)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
end
--get the buff container for all the others potions
local buff_uptime_container = player.buff_uptime and player.buff_uptime_spell_tables and player.buff_uptime_spell_tables._ActorTable
if (buff_uptime_container) then
--potion of the jade serpent
local jade_serpent_potion = buff_uptime_container [105702]
if (jade_serpent_potion) then
local name, _, icon = GetSpellInfo (105702)
GameCooltip:AddLine (name, jade_serpent_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
--potion of mogu power
local mogu_power_potion = buff_uptime_container [105706]
if (mogu_power_potion) then
local name, _, icon = GetSpellInfo (105706)
GameCooltip:AddLine (name, mogu_power_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
--virmen's bite
local virmens_bite_potion = buff_uptime_container [105697]
if (virmens_bite_potion) then
local name, _, icon = GetSpellInfo (105697)
GameCooltip:AddLine (name, virmens_bite_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
--potion of the mountains
local mountains_potion = buff_uptime_container [105698]
if (mountains_potion) then
local name, _, icon = GetSpellInfo (105698)
GameCooltip:AddLine (name, mountains_potion.activedamt)
_detalhes:AddTooltipBackgroundStatusbar()
GameCooltip:AddIcon (icon, 1, 1, 14, 14)
end
end
]]
}
setmetatable (PotionUsed, _detalhes.atributo_custom)
PotionUsed.__index = _detalhes.atributo_custom
self.custom [#self.custom+1] = PotionUsed
local Healthstone = {
name = Loc ["STRING_CUSTOM_HEALTHSTONE_DEFAULT"],
icon = [[Interface\ICONS\warlock_ healthstone]],
attribute = "healdone",
spellid = 6262,
author = "Details!",
desc = Loc ["STRING_CUSTOM_HEALTHSTONE_DEFAULT_DESC"],
source = "[raid]",
target = "[raid]",
script = false,
tooltip = false
}
setmetatable (Healthstone, _detalhes.atributo_custom)
Healthstone.__index = _detalhes.atributo_custom
self.custom [#self.custom+1] = Healthstone
end