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204 lines
6.0 KiB
204 lines
6.0 KiB
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3 years ago
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local myname, ns = ...
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local Class = ns.Class
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local GetPlayerAuraBySpellID = C_UnitAuras and C_UnitAuras.GetPlayerAuraBySpellID or _G.GetPlayerAuraBySpellID
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ns.conditions = {}
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--[[
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API:
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condition = ns.Condition.GarrisonTalent(1912, 4)
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condition:Matched() -> bool
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condition:Label() -> string
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]]
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local Condition = Class{
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Initialize = function(self, id) self.id = id end,
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Label = function(self) return ('{%s:%d}'):format(self.type, self.id) end,
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Matched = function() return false end,
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}
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local RankedCondition = Class{
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__parent = Condition,
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Initialize = function(self, id, rank)
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self.id = id
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self.rank = rank
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end,
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Label = function(self)
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-- this relies greatly on render_string working for self.type
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local label = Condition.Label(self)
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if self.rank then
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return AZERITE_ESSENCE_TOOLTIP_NAME_RANK:format(label, self.rank)
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end
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return label
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end
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}
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local Negated = function(parent) return {
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__parent = parent,
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Matched = function(self) return not self.__parent.Matched(self) end,
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} end
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ns.conditions.Achievement = Class{
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__parent = Condition,
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type = 'achievement',
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Matched = function(self) return (select(4, GetAchievementInfo(self.id))) end,
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}
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ns.conditions.AuraActive = Class{
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__parent = Condition,
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type = 'spell',
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Matched = function(self) return GetPlayerAuraBySpellID(self.id) end,
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}
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ns.conditions.AuraInactive = Class(Negated(ns.conditions.AuraActive))
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ns.conditions.SpellKnown = Class{
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__parent = Condition,
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type = 'spell',
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Matched = function(self) return IsSpellKnown(self.id) end,
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}
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ns.conditions.Covenant = Class{
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__parent = RankedCondition,
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type = 'covenant',
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Matched = function(self)
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if self.id ~= C_Covenants.GetActiveCovenantID() then
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return false
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end
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if self.rank then
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return self.rank <= C_CovenantSanctumUI.GetRenownLevel()
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end
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return true
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end,
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}
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ns.conditions.Faction = Class{
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__parent = RankedCondition,
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type = 'faction',
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Matched = function(self)
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local name, _, standingid = GetFactionInfoByID(self.id)
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if name and standingid then
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return self.rank <= standingid
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end
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end,
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}
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ns.conditions.MajorFaction = Class{
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__parent = RankedCondition,
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type = 'majorfaction',
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Matched = function(self)
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local info = C_MajorFactions.GetMajorFactionData(self.id)
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if info then
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if self.rank then
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return self.rank <= info.renownLevel
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end
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return info.isUnlocked
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end
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end,
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}
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ns.conditions.GarrisonTalent = Class{
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__parent = Condition,
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type = 'garrisontalent',
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Initialize = function(self, id, rank)
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self.id = id
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self.rank = rank
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end,
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Label = function(self)
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local info = C_Garrison.GetTalentInfo(self.id)
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local name = info and info.name and ("{garrisontalent:%d}"):format(self.id) or UNKNOWN
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if self.rank then
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return AZERITE_ESSENCE_TOOLTIP_NAME_RANK:format(name, self.rank)
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end
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return name
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end,
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Matched = function(self)
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local info = C_Garrison.GetTalentInfo(self.id)
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return info and info.researched and (not self.rank or info.talentRank >= self.rank)
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end
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}
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ns.conditions.Item = Class{
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__parent = Condition,
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type = 'item',
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Initialize = function(self, id, count)
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self.id = id
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self.count = count
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end,
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Label = function(self)
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if self.count and self.count > 1 then
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return ("{item:%d} x%d"):format(self.id, self.count)
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end
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return self.__parent.Label(self)
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end,
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Matched = function(self) return GetItemCount(self.id, true) >= (self.count or 1) end,
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}
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ns.conditions.Toy = Class{
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__parent = ns.conditions.Item,
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Matched = function(self) return PlayerHasToy(self.id) end,
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}
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ns.conditions.QuestComplete = Class{
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__parent = Condition,
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type = 'quest',
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Matched = function(self) return C_QuestLog.IsQuestFlaggedCompleted(self.id) end,
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}
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ns.conditions.QuestIncomplete = Class(Negated(ns.conditions.QuestComplete))
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ns.conditions.WorldQuestActive = Class{
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__parent = Condition,
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type = 'worldquest',
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Matched = function(self) return C_TaskQuest.IsActive(self.id) or C_QuestLog.IsQuestFlaggedCompleted(self.id) end,
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}
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ns.conditions.Vignette = Class{
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__parent = Condition,
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type = 'vignette',
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FindVignette = function(self)
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local vignettes = C_VignetteInfo.GetVignettes()
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for _, vignetteGUID in ipairs(vignettes) do
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local vignetteInfo = C_VignetteInfo.GetVignetteInfo(vignetteGUID)
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if vignetteInfo and vignetteInfo.vignetteID == self.id then
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return vignetteInfo
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end
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end
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return false
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end,
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Matched = function(self) return self:FindVignette() end,
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Label = function(self)
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local vignetteInfo = self:FindVignette()
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if vignetteInfo and vignetteInfo.name then
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return vignetteInfo.name
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end
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return self.__parent.Label(self)
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end,
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}
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ns.conditions.Level = Class{
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__parent = Condition,
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type = 'level',
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Matched = function() return UnitLevel('player') >= self.id end,
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}
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-- Helpers:
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do
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local function check(cond) return cond:Matched() end
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ns.conditions.check = function(conditions)
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return ns.doTest(check, conditions)
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end
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local t = {}
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ns.conditions.summarize = function(conditions)
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-- ERR_USE_LOCKED_WITH_ITEM_S
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table.wipe(t)
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if type(conditions) == "table" and not conditions.__parent then
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for _, condition in ipairs(conditions) do
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table.insert(t, condition:Label())
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end
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return ERR_USE_LOCKED_WITH_ITEM_S:format(string.join(', ', unpack(t)))
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end
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return ERR_USE_LOCKED_WITH_ITEM_S:format(conditions:Label())
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end
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end
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