768 lines
23 KiB
Lua
768 lines
23 KiB
Lua
-- combat class object
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local _detalhes = _G._detalhes
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local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
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local _
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--[[global]] DETAILS_TOTALS_ONLYGROUP = true
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--> local pointers
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local _setmetatable = setmetatable -- lua local
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local _ipairs = ipairs -- lua local
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local _pairs = pairs -- lua local
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local _bit_band = bit.band -- lua local
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local _date = date -- lua local
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local _table_remove = table.remove -- lua local
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local _rawget = rawget
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local _math_max = math.max
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local _math_floor = math.floor
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local _GetTime = GetTime
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--> constants
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local combate = _detalhes.combate
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local container_combatentes = _detalhes.container_combatentes
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local class_type_dano = _detalhes.atributos.dano
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local class_type_cura = _detalhes.atributos.cura
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local class_type_e_energy = _detalhes.atributos.e_energy
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local class_type_misc = _detalhes.atributos.misc
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local REACTION_HOSTILE = 0x00000040
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local CONTROL_PLAYER = 0x00000100
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--local _tempo = time()
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local _tempo = _GetTime()
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--> api functions
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--combat (container type, actor name)
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_detalhes.call_combate = function (self, class_type, name)
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local container = self[class_type]
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local index_mapa = container._NameIndexTable [name]
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local actor = container._ActorTable [index_mapa]
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return actor
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end
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combate.__call = _detalhes.call_combate
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--get the start date and end date
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function combate:GetDate()
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return self.data_inicio, self.data_fim
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end
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--set the combat date
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function combate:SetDate (started, ended)
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if (started and type (started) == "string") then
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self.data_inicio = started
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end
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if (ended and type (ended) == "string") then
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self.data_fim = ended
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end
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end
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--return data for charts
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function combate:GetTimeData (name)
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return self.TimeData [name]
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end
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function combate:GetContainer (attribute)
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return self [attribute]
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end
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function combate:GetRoster()
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return self.raid_roster
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end
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function combate:InstanceType()
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return _rawget (self, "instance_type")
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end
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function combate:IsTrash()
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return _rawget (self, "is_trash")
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end
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function combate:GetDifficulty()
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return self.is_boss and self.is_boss.diff
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end
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function combate:GetBossInfo()
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return self.is_boss
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end
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function combate:GetPhases()
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return self.PhaseData
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end
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function combate:GetPvPInfo()
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return self.is_pvp
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end
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function combate:GetMythicDungeonInfo()
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return self.is_mythic_dungeon
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end
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function combate:GetMythicDungeonTrashInfo()
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return self.is_mythic_dungeon_trash
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end
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function combate:IsMythicDungeon()
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local is_segment = self.is_mythic_dungeon_segment
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local run_id = self.is_mythic_dungeon_run_id
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return is_segment, run_id
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end
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function combate:IsMythicDungeonOverall()
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return self.is_mythic_dungeon and self.is_mythic_dungeon.OverallSegment
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end
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function combate:GetArenaInfo()
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return self.is_arena
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end
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function combate:GetDeaths()
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return self.last_events_tables
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end
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function combate:GetCombatId()
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return self.combat_id
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end
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function combate:GetCombatNumber()
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return self.combat_counter
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end
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function combate:GetAlteranatePower()
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return self.alternate_power
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end
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--return the name of the encounter or enemy
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function combate:GetCombatName (try_find)
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if (self.is_pvp) then
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return self.is_pvp.name
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elseif (self.is_boss) then
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return self.is_boss.encounter
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elseif (self.is_mythic_dungeon_trash) then
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return self.is_mythic_dungeon_trash.ZoneName .. " (" .. Loc ["STRING_SEGMENTS_LIST_TRASH"] .. ")"
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elseif (_rawget (self, "is_trash")) then
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return Loc ["STRING_SEGMENT_TRASH"]
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else
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if (self.enemy) then
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return self.enemy
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end
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if (try_find) then
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return _detalhes:FindEnemy()
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end
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end
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return Loc ["STRING_UNKNOW"]
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end
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--[[global]] DETAILS_SEGMENTID_OVERALL = -1
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--[[global]] DETAILS_SEGMENTID_CURRENT = 0
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--enum segments type
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--[[global]] DETAILS_SEGMENTTYPE_GENERIC = 0
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--[[global]] DETAILS_SEGMENTTYPE_OVERALL = 1
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--[[global]] DETAILS_SEGMENTTYPE_DUNGEON_TRASH = 5
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--[[global]] DETAILS_SEGMENTTYPE_DUNGEON_BOSS = 6
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--[[global]] DETAILS_SEGMENTTYPE_RAID_TRASH = 7
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--[[global]] DETAILS_SEGMENTTYPE_RAID_BOSS = 8
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--[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_GENERIC = 10
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--[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_TRASH = 11
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--[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_OVERALL = 12
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--[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_TRASHOVERALL = 13
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--[[global]] DETAILS_SEGMENTTYPE_MYTHICDUNGEON_BOSS = 14
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--[[global]] DETAILS_SEGMENTTYPE_PVP_ARENA = 20
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--[[global]] DETAILS_SEGMENTTYPE_PVP_BATTLEGROUND = 21
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function combate:GetCombatType()
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--> mythic dungeon
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local isMythicDungeon = is_mythic_dungeon_segment
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if (isMythicDungeon) then
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local isMythicDungeonTrash = self.is_mythic_dungeon_trash
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if (isMythicDungeonTrash) then
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return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_TRASH
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else
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local isMythicDungeonOverall = self.is_mythic_dungeon and self.is_mythic_dungeon.OverallSegment
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local isMythicDungeonTrashOverall = self.is_mythic_dungeon and self.is_mythic_dungeon.TrashOverallSegment
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if (isMythicDungeonOverall) then
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return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_OVERALL
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elseif (isMythicDungeonTrashOverall) then
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return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_TRASHOVERALL
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end
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local bossEncounter = self.is_boss
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if (bossEncounter) then
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return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_BOSS
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end
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return DETAILS_SEGMENTTYPE_MYTHICDUNGEON_GENERIC
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end
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end
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--> arena
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local arenaInfo = self.is_arena
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if (arenaInfo) then
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return DETAILS_SEGMENTTYPE_PVP_ARENA
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end
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--> battleground
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local battlegroundInfo = self.is_pvp
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if (battlegroundInfo) then
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return DETAILS_SEGMENTTYPE_PVP_BATTLEGROUND
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end
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--> dungeon or raid
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local instanceType = self.instance_type
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if (instanceType == "party") then
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local bossEncounter = self.is_boss
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if (bossEncounter) then
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return DETAILS_SEGMENTTYPE_DUNGEON_BOSS
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else
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return DETAILS_SEGMENTTYPE_DUNGEON_TRASH
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end
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elseif (instanceType == "raid") then
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local bossEncounter = self.is_boss
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if (bossEncounter) then
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return DETAILS_SEGMENTTYPE_RAID_BOSS
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else
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return DETAILS_SEGMENTTYPE_RAID_TRASH
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end
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end
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--> overall data
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if (self == _detalhes.tabela_overall) then
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return DETAILS_SEGMENTTYPE_OVERALL
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end
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return DETAILS_SEGMENTTYPE_GENERIC
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end
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--return a numeric table with all actors on the specific containter
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function combate:GetActorList (container)
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return self [container]._ActorTable
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end
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function combate:GetActor (container, name)
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local index = self [container] and self [container]._NameIndexTable [name]
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if (index) then
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return self [container]._ActorTable [index]
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end
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return nil
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end
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--return the combat time in seconds
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function combate:GetFormatedCombatTime()
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local time = self:GetCombatTime()
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local m, s = _math_floor (time/60), _math_floor (time%60)
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return m, s
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end
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function combate:GetCombatTime()
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if (self.end_time) then
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return _math_max (self.end_time - self.start_time, 0.1)
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elseif (self.start_time and _detalhes.in_combat and self ~= _detalhes.tabela_overall) then
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return _math_max (_GetTime() - self.start_time, 0.1)
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else
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return 0.1
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end
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end
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function combate:GetStartTime()
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return self.start_time
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end
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function combate:SetStartTime (t)
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self.start_time = t
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end
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function combate:GetEndTime()
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return self.end_time
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end
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function combate:SetEndTime (t)
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self.end_time = t
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end
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--return the total of a specific attribute
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local power_table = {0, 1, 3, 6, 0, "alternatepower"}
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function combate:GetTotal (attribute, subAttribute, onlyGroup)
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if (attribute == 1 or attribute == 2) then
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if (onlyGroup) then
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return self.totals_grupo [attribute]
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else
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return self.totals [attribute]
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end
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elseif (attribute == 3) then
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if (subAttribute == 5) then --> resources
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return self.totals.resources or 0
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end
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if (onlyGroup) then
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return self.totals_grupo [attribute] [power_table [subAttribute]]
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else
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return self.totals [attribute] [power_table [subAttribute]]
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end
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elseif (attribute == 4) then
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local subName = _detalhes:GetInternalSubAttributeName (attribute, subAttribute)
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if (onlyGroup) then
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return self.totals_grupo [attribute] [subName]
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else
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return self.totals [attribute] [subName]
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end
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end
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return 0
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end
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function combate:CreateAlternatePowerTable (actorName)
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local t = {last = 0, total = 0}
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self.alternate_power [actorName] = t
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return t
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end
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local tremove = _G.tremove
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--delete an actor from the combat ~delete ~erase ~remove
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function combate:DeleteActor(attribute, actorName, removeDamageTaken)
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local container = self[attribute]
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if (container) then
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local actorTable = container._ActorTable
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--store the index it was found
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local indexToDelete
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--get the object for the deleted actor
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local deletedActor = self(attribute, actorName)
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if (not deletedActor) then
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return
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else
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for i = 1, #actorTable do
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local actor = actorTable[i]
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if (actor.nome == actorName) then
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--print ("Details: found the actor: ", actorName, actor.nome, i)
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indexToDelete = i
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break
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end
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end
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end
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for i = 1, #actorTable do
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--is this not the actor we want to remove?
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if (i ~= indexToDelete) then
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local actor = actorTable[i]
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if (not actor.isTank) then
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--get the damage dealt and remove
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local damageDoneToRemovedActor = (actor.targets[actorName]) or 0
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actor.targets[actorName] = nil
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actor.total = actor.total - damageDoneToRemovedActor
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actor.total_without_pet = actor.total_without_pet - damageDoneToRemovedActor
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--damage taken
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if (removeDamageTaken) then
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local hadDamageTaken = actor.damage_from[actorName]
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if (hadDamageTaken) then
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--query the deleted actor to know how much damage it applied to this actor
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local damageDoneToActor = (deletedActor.targets[actor.nome]) or 0
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actor.damage_taken = actor.damage_taken - damageDoneToActor
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end
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end
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--spells
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local spellsTable = actor.spells._ActorTable
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for spellId, spellTable in pairs(spellsTable) do
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local damageDoneToRemovedActor = (spellTable.targets[actorName]) or 0
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spellTable.targets[actorName] = nil
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spellTable.total = spellTable.total - damageDoneToRemovedActor
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end
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end
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end
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end
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if (indexToDelete) then
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local actorToDelete = self(attribute, actorName)
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local actorToDelete2 = container._ActorTable[indexToDelete]
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if (actorToDelete ~= actorToDelete2) then
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Details:Msg("error 0xDE8745")
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end
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local index = container._NameIndexTable[actorName]
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if (indexToDelete ~= index) then
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Details:Msg("error 0xDE8751")
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end
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--remove actor
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tremove(container._ActorTable, index)
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--remap
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container:Remap()
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end
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end
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--> internals
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function combate:CreateNewCombatTable()
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return combate:NovaTabela()
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end
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--class constructor
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function combate:NovaTabela (iniciada, _tabela_overall, combatId, ...)
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local esta_tabela = {true, true, true, true, true}
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esta_tabela [1] = container_combatentes:NovoContainer (_detalhes.container_type.CONTAINER_DAMAGE_CLASS, esta_tabela, combatId) --> Damage
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esta_tabela [2] = container_combatentes:NovoContainer (_detalhes.container_type.CONTAINER_HEAL_CLASS, esta_tabela, combatId) --> Healing
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esta_tabela [3] = container_combatentes:NovoContainer (_detalhes.container_type.CONTAINER_ENERGY_CLASS, esta_tabela, combatId) --> Energies
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esta_tabela [4] = container_combatentes:NovoContainer (_detalhes.container_type.CONTAINER_MISC_CLASS, esta_tabela, combatId) --> Misc
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esta_tabela [5] = container_combatentes:NovoContainer (_detalhes.container_type.CONTAINER_DAMAGE_CLASS, esta_tabela, combatId) --> place holder for customs
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_setmetatable (esta_tabela, combate)
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_detalhes.combat_counter = _detalhes.combat_counter + 1
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esta_tabela.combat_counter = _detalhes.combat_counter
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--> try discover if is a pvp combat
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local who_serial, who_name, who_flags, alvo_serial, alvo_name, alvo_flags = ...
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if (who_serial) then --> aqui ir<69> identificar o boss ou o oponente
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if (alvo_name and _bit_band (alvo_flags, REACTION_HOSTILE) ~= 0) then --> tentando pegar o inimigo pelo alvo
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esta_tabela.contra = alvo_name
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if (_bit_band (alvo_flags, CONTROL_PLAYER) ~= 0) then
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esta_tabela.pvp = true --> o alvo <20> da fac<61><63>o oposta ou foi dado mind control
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end
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elseif (who_name and _bit_band (who_flags, REACTION_HOSTILE) ~= 0) then --> tentando pegar o inimigo pelo who caso o mob <20> quem deu o primeiro hit
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esta_tabela.contra = who_name
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if (_bit_band (who_flags, CONTROL_PLAYER) ~= 0) then
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esta_tabela.pvp = true --> o who <20> da fac<61><63>o oposta ou foi dado mind control
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end
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else
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esta_tabela.pvp = true --> se ambos s<>o friendly, seria isso um PVP entre jogadores da mesma fac<61><63>o?
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end
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end
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--> start/end time (duration)
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esta_tabela.data_fim = 0
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esta_tabela.data_inicio = 0
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esta_tabela.tempo_start = _tempo
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--> record deaths
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esta_tabela.last_events_tables = {}
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--> last events from players
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esta_tabela.player_last_events = {}
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--> players in the raid
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esta_tabela.raid_roster = {}
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esta_tabela.raid_roster_indexed = {}
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--> frags
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esta_tabela.frags = {}
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esta_tabela.frags_need_refresh = false
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--> alternate power
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esta_tabela.alternate_power = {}
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--> time data container
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esta_tabela.TimeData = _detalhes:TimeDataCreateCombatTables()
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esta_tabela.PhaseData = {{1, 1}, damage = {}, heal = {}, damage_section = {}, heal_section = {}} --[1] phase number [2] phase started
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--> for external plugin usage, these tables are guaranteed to be saved with the combat
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esta_tabela.spells_cast_timeline = {}
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esta_tabela.aura_timeline = {}
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esta_tabela.cleu_timeline = {}
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--> cleu events
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esta_tabela.cleu_events = {
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n = 1 --event counter
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}
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--> Skill cache (not used)
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esta_tabela.CombatSkillCache = {}
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-- a tabela sem o tempo de inicio <20> a tabela descartavel do inicio do addon
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if (iniciada) then
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--esta_tabela.start_time = _tempo
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esta_tabela.start_time = _GetTime()
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esta_tabela.end_time = nil
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else
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esta_tabela.start_time = 0
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esta_tabela.end_time = nil
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end
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-- o container ir<69> armazenar as classes de dano -- cria um novo container de indexes de seriais de jogadores --par<61>metro 1 classe armazenada no container, par<61>metro 2 = flag da classe
|
||
esta_tabela[1].need_refresh = true
|
||
esta_tabela[2].need_refresh = true
|
||
esta_tabela[3].need_refresh = true
|
||
esta_tabela[4].need_refresh = true
|
||
esta_tabela[5].need_refresh = true
|
||
|
||
if (_tabela_overall) then --> link <20> a tabela de combate do overall
|
||
esta_tabela[1].shadow = _tabela_overall[1]
|
||
esta_tabela[2].shadow = _tabela_overall[2]
|
||
esta_tabela[3].shadow = _tabela_overall[3]
|
||
esta_tabela[4].shadow = _tabela_overall[4]
|
||
end
|
||
|
||
esta_tabela.totals = {
|
||
0, --> dano
|
||
0, --> cura
|
||
{--> e_energy
|
||
[0] = 0, --> mana
|
||
[1] = 0, --> rage
|
||
[3] = 0, --> energy (rogues cat)
|
||
[6] = 0, --> runepower (dk)
|
||
alternatepower = 0,
|
||
},
|
||
{--> misc
|
||
cc_break = 0, --> armazena quantas quebras de CC
|
||
ress = 0, --> armazena quantos pessoas ele reviveu
|
||
interrupt = 0, --> armazena quantos interrupt a pessoa deu
|
||
dispell = 0, --> armazena quantos dispell esta pessoa recebeu
|
||
dead = 0, --> armazena quantas vezes essa pessia morreu
|
||
cooldowns_defensive = 0, --> armazena quantos cooldowns a raid usou
|
||
buff_uptime = 0, --> armazena quantos cooldowns a raid usou
|
||
debuff_uptime = 0 --> armazena quantos cooldowns a raid usou
|
||
},
|
||
|
||
--> avoid using this values bellow, they aren't updated by the parser, only on demand by a user interaction.
|
||
voidzone_damage = 0,
|
||
frags_total = 0,
|
||
--> end
|
||
}
|
||
|
||
esta_tabela.totals_grupo = {
|
||
0, --> dano
|
||
0, --> cura
|
||
{--> e_energy
|
||
[0] = 0, --> mana
|
||
[1] = 0, --> rage
|
||
[3] = 0, --> energy (rogues cat)
|
||
[6] = 0, --> runepower (dk)
|
||
alternatepower = 0,
|
||
},
|
||
{--> misc
|
||
cc_break = 0, --> armazena quantas quebras de CC
|
||
ress = 0, --> armazena quantos pessoas ele reviveu
|
||
interrupt = 0, --> armazena quantos interrupt a pessoa deu
|
||
dispell = 0, --> armazena quantos dispell esta pessoa recebeu
|
||
dead = 0, --> armazena quantas vezes essa oessia morreu
|
||
cooldowns_defensive = 0, --> armazena quantos cooldowns a raid usou
|
||
buff_uptime = 0,
|
||
debuff_uptime = 0
|
||
}
|
||
}
|
||
|
||
return esta_tabela
|
||
end
|
||
|
||
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||
--> core
|
||
|
||
function combate:CreateLastEventsTable (player_name)
|
||
local t = {}
|
||
for i = 1, _detalhes.deadlog_events do
|
||
t [i] = {}
|
||
end
|
||
t.n = 1
|
||
self.player_last_events [player_name] = t
|
||
return t
|
||
end
|
||
|
||
--trava o tempo dos jogadores ap<61>s o t<>rmino do combate.
|
||
function combate:TravarTempos()
|
||
if (self [1]) then
|
||
for _, jogador in _ipairs (self [1]._ActorTable) do --> damage
|
||
if (jogador:Iniciar()) then -- retorna se ele esta com o dps ativo
|
||
jogador:TerminarTempo()
|
||
jogador:Iniciar (false) --trava o dps do jogador
|
||
else
|
||
if (jogador.start_time == 0) then
|
||
jogador.start_time = _tempo
|
||
end
|
||
if (not jogador.end_time) then
|
||
jogador.end_time = _tempo
|
||
end
|
||
end
|
||
end
|
||
end
|
||
if (self [2]) then
|
||
for _, jogador in _ipairs (self [2]._ActorTable) do --> healing
|
||
if (jogador:Iniciar()) then -- retorna se ele esta com o dps ativo
|
||
jogador:TerminarTempo()
|
||
jogador:Iniciar (false) --trava o dps do jogador
|
||
else
|
||
if (jogador.start_time == 0) then
|
||
jogador.start_time = _tempo
|
||
end
|
||
if (not jogador.end_time) then
|
||
jogador.end_time = _tempo
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function combate:seta_data (tipo)
|
||
if (tipo == _detalhes._detalhes_props.DATA_TYPE_START) then
|
||
self.data_inicio = _date ("%H:%M:%S")
|
||
elseif (tipo == _detalhes._detalhes_props.DATA_TYPE_END) then
|
||
self.data_fim = _date ("%H:%M:%S")
|
||
end
|
||
end
|
||
|
||
function combate:seta_tempo_decorrido()
|
||
--self.end_time = _tempo
|
||
self.end_time = _GetTime()
|
||
end
|
||
|
||
function _detalhes.refresh:r_combate (tabela_combate, shadow)
|
||
_setmetatable (tabela_combate, _detalhes.combate)
|
||
tabela_combate.__index = _detalhes.combate
|
||
tabela_combate.shadow = shadow
|
||
end
|
||
|
||
function _detalhes.clear:c_combate (tabela_combate)
|
||
--tabela_combate.__index = {}
|
||
tabela_combate.__index = nil
|
||
tabela_combate.__call = {}
|
||
tabela_combate._combat_table = nil
|
||
tabela_combate.shadow = nil
|
||
end
|
||
|
||
combate.__sub = function (combate1, combate2)
|
||
|
||
if (combate1 ~= _detalhes.tabela_overall) then
|
||
return
|
||
end
|
||
|
||
--> sub dano
|
||
for index, actor_T2 in _ipairs (combate2[1]._ActorTable) do
|
||
local actor_T1 = combate1[1]:PegarCombatente (actor_T2.serial, actor_T2.nome, actor_T2.flag_original, true)
|
||
actor_T1 = actor_T1 - actor_T2
|
||
actor_T2:subtract_total (combate1)
|
||
end
|
||
combate1 [1].need_refresh = true
|
||
|
||
--> sub heal
|
||
for index, actor_T2 in _ipairs (combate2[2]._ActorTable) do
|
||
local actor_T1 = combate1[2]:PegarCombatente (actor_T2.serial, actor_T2.nome, actor_T2.flag_original, true)
|
||
actor_T1 = actor_T1 - actor_T2
|
||
actor_T2:subtract_total (combate1)
|
||
end
|
||
combate1 [2].need_refresh = true
|
||
|
||
--> sub energy
|
||
for index, actor_T2 in _ipairs (combate2[3]._ActorTable) do
|
||
local actor_T1 = combate1[3]:PegarCombatente (actor_T2.serial, actor_T2.nome, actor_T2.flag_original, true)
|
||
actor_T1 = actor_T1 - actor_T2
|
||
actor_T2:subtract_total (combate1)
|
||
end
|
||
combate1 [3].need_refresh = true
|
||
|
||
--> sub misc
|
||
for index, actor_T2 in _ipairs (combate2[4]._ActorTable) do
|
||
local actor_T1 = combate1[4]:PegarCombatente (actor_T2.serial, actor_T2.nome, actor_T2.flag_original, true)
|
||
actor_T1 = actor_T1 - actor_T2
|
||
actor_T2:subtract_total (combate1)
|
||
end
|
||
combate1 [4].need_refresh = true
|
||
|
||
--> reduz o tempo
|
||
combate1.start_time = combate1.start_time + combate2:GetCombatTime()
|
||
|
||
--> apaga as mortes da luta diminuida
|
||
local amt_mortes = #combate2.last_events_tables --> quantas mortes teve nessa luta
|
||
if (amt_mortes > 0) then
|
||
for i = #combate1.last_events_tables, #combate1.last_events_tables-amt_mortes, -1 do
|
||
_table_remove (combate1.last_events_tables, #combate1.last_events_tables)
|
||
end
|
||
end
|
||
|
||
--> frags
|
||
for fragName, fragAmount in pairs (combate2.frags) do
|
||
if (fragAmount) then
|
||
if (combate1.frags [fragName]) then
|
||
combate1.frags [fragName] = combate1.frags [fragName] - fragAmount
|
||
else
|
||
combate1.frags [fragName] = fragAmount
|
||
end
|
||
end
|
||
end
|
||
combate1.frags_need_refresh = true
|
||
|
||
--> alternate power
|
||
local overallPowerTable = combate1.alternate_power
|
||
for actorName, powerTable in pairs (combate2.alternate_power) do
|
||
local power = overallPowerTable [actorName]
|
||
if (power) then
|
||
power.total = power.total - powerTable.total
|
||
end
|
||
combate2.alternate_power [actorName].last = 0
|
||
end
|
||
|
||
return combate1
|
||
|
||
end
|
||
|
||
combate.__add = function (combate1, combate2)
|
||
|
||
local all_containers = {combate2 [class_type_dano]._ActorTable, combate2 [class_type_cura]._ActorTable, combate2 [class_type_e_energy]._ActorTable, combate2 [class_type_misc]._ActorTable}
|
||
local custom_combat
|
||
if (combate1 ~= _detalhes.tabela_overall) then
|
||
custom_combat = combate1
|
||
end
|
||
|
||
for class_type, actor_container in ipairs (all_containers) do
|
||
for _, actor in ipairs (actor_container) do
|
||
local shadow
|
||
|
||
if (class_type == class_type_dano) then
|
||
shadow = _detalhes.atributo_damage:r_connect_shadow (actor, true, custom_combat)
|
||
elseif (class_type == class_type_cura) then
|
||
shadow = _detalhes.atributo_heal:r_connect_shadow (actor, true, custom_combat)
|
||
elseif (class_type == class_type_e_energy) then
|
||
shadow = _detalhes.atributo_energy:r_connect_shadow (actor, true, custom_combat)
|
||
elseif (class_type == class_type_misc) then
|
||
shadow = _detalhes.atributo_misc:r_connect_shadow (actor, true, custom_combat)
|
||
end
|
||
|
||
shadow.boss_fight_component = actor.boss_fight_component or shadow.boss_fight_component
|
||
shadow.fight_component = actor.fight_component or shadow.fight_component
|
||
shadow.grupo = actor.grupo or shadow.grupo
|
||
end
|
||
end
|
||
|
||
--> alternate power
|
||
local overallPowerTable = combate1.alternate_power
|
||
for actorName, powerTable in pairs (combate2.alternate_power) do
|
||
local power = overallPowerTable [actorName]
|
||
if (not power) then
|
||
power = combate1:CreateAlternatePowerTable (actorName)
|
||
end
|
||
power.total = power.total + powerTable.total
|
||
combate2.alternate_power [actorName].last = 0
|
||
end
|
||
|
||
return combate1
|
||
end
|
||
|
||
function _detalhes:UpdateCombat()
|
||
_tempo = _detalhes._tempo
|
||
end
|