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local SLE, T, E, L, V, P, G = unpack(select(2, ...))
local EM = SLE.EquipManager
--GLOBALS: unpack, select, CreateFrame, CharacterFrame
local _G = _G
local format = format
local UnitEffectiveLevel = UnitEffectiveLevel
local C_EquipmentSet = C_EquipmentSet
local GetRealZoneText = GetRealZoneText
local C_Calendar = C_Calendar
local C_DateAndTime = C_DateAndTime
local time = time
EM.Conditions = {}
EM.Processing = false
local Difficulties = {
[1] = 'normal', --5ppl normal
[2] = 'heroic', --5ppl heroic
[3] = 'normal', --10ppl raid
[4] = 'normal', --25ppl raid
[5] = 'heroic', --10ppl heroic raid
[6] = 'heroic', --25ppl heroic raid
[7] = 'lfr', --25ppl LFR
[8] = 'challenge', --5ppl challenge
[9] = 'normal', --40ppl raid
[11] = 'heroic', --Heroic scenario
[12] = 'normal', --Normal scenario
[14] = 'normal', --10-30ppl normal
[15] = 'heroic', --13-30ppl heroic
[16] = 'mythic', --20ppl mythic
[17] = 'lfr', --10-30 LFR
[23] = 'mythic', --5ppl mythic
[24] = 'timewalking', --Timewalking
[33] = 'timewalking', -- Timewalking Raids
[34] = 'pvp',
[38] = 'normal', -- Normal Scenario (Islands)
[39] = 'heroic', -- Heroic Scenario (Islands)
[40] = 'mythic', -- Mythic Scenario (Islands)
[45] = 'pvp', -- PvP Scenario (Islands)
[147] = 'normal', -- Warfront
[149] = 'heroic', -- Heroic Warfront
[150] = 'timewalking', -- Timewalking Campaign (Chromie Time)
[151] = 'timewalking', -- LFR Timewalking Raids
[152] = 'horrificvision', -- Horrific Vision of Stormwind|Orgrimmar
[167] = 'torghast', -- Torghast
}
--Table of tags conditions for gear switching
EM.TagsTable = {
--self explanatory
['solo'] = function()
if IsInGroup() then
return false
else
return true
end
end,
--if in party. Can use [party:size] with size as an argument. If group size equals to provided number. Without number true for any group
['party'] = function(size)
size = tonumber(size)
if IsInGroup() then
if size then
if size == GetNumGroupMembers() then
return true
else
return false
end
else
return true
end
else
return false
end
end,
--if in raid. Can use [raid:size] with size as an argument. If raid size equals to provided number. Without number true for any raid
['raid'] = function(size)
size = tonumber(size)
if IsInRaid() then
if size then
if size == GetNumGroupMembers() then
return true
else
return false
end
else
return true
end
else
return false
end
end,
--if spec index. Index is required. 1, 2, 3 or 4 (for droodz)
['spec'] = function(index)
index = tonumber(index)
if not index then return false end
if index == GetSpecialization() then
return true
else
return false
end
end,
--Talent selected. [talent:spell id|name]
['talent'] = function(idOrName)
local activeConfigID = C_ClassTalents.GetActiveConfigID()
local configInfo = C_Traits.GetConfigInfo(activeConfigID)
local treeID = configInfo.treeIDs[1]
local nodeIDs = C_Traits.GetTreeNodes(treeID)
local passed = false
for _, nodeID in next, nodeIDs do
local nodeInfo = C_Traits.GetNodeInfo(activeConfigID, nodeID)
for _, entryID in next, nodeInfo.entryIDs do
local entryInfo = C_Traits.GetEntryInfo(activeConfigID, entryID)
local definitionInfo = C_Traits.GetDefinitionInfo(entryInfo.definitionID)
local purchased = nodeInfo.ranksPurchased > 0
passed = purchased and (definitionInfo.spellID == tonumber(idOrName) or GetSpellInfo(definitionInfo.spellID) == idOrName)
if passed then break end
end
if passed then break end
end
return passed
end,
--If in instanse. Optional arg [instance:type] - party, raid, scenario
['instance'] = function(dungeonType)
local inInstance, InstanceType = IsInInstance()
if inInstance then
if dungeonType then
if InstanceType == dungeonType then
return true
else
return false
end
else
if InstanceType == 'pvp' or InstanceType == 'arena' then
return false
else
return true
end
end
else
return false
end
end,
--If in pvp zone. [pvp:type] - pvp, arena
['pvp'] = function(pvpType)
local inInstance, InstanceType = IsInInstance()
if inInstance then
if pvpType and (InstanceType == 'pvp' or InstanceType == 'arena') then
if InstanceType == pvpType then
return true
else
return false
end
else
if InstanceType == 'pvp' or InstanceType == 'arena' then
return true
else
return false
end
end
else
for i = 1, GetNumWorldPVPAreas() do
local _, localizedName, isActive, canQueue = GetWorldPVPAreaInfo(i)
if (GetRealZoneText() == localizedName and isActive) or (GetRealZoneText() == localizedName and canQueue) then
return true
end
end
return false
end
end,
--Instance difficulty. normal, heroic, etc
['difficulty'] = function(difficulty)
if not IsInInstance() or not difficulty then return false end
local difID = select(3, GetInstanceInfo())
if difficulty == Difficulties[difID] then
return true
else
return false
end
end,
['effectivelevel'] = function(level)
local _level = UnitEffectiveLevel('player')
return _level == tonumber(level)
end,
--Well, it's just true :D
['NoCondition'] = function()
return true
end,
['warmode'] = function()
return C_PvP.IsWarModeDesired()
end,
['event'] = function(ids)
if not ids or ids == "" then
return false
end
local currentTime = C_DateAndTime.GetCurrentCalendarTime()
local passed = false
local function convertDateToTime(inTbl)
-- time() complains if day is not set so copy the monthDay field to day
inTbl.day = inTbl.monthDay
return time(inTbl)
end
local now = convertDateToTime(currentTime)
for id in string.gmatch(ids, "([^/]+)") do
local eventInfo = C_Calendar.GetEventIndexInfo(id)
if eventInfo and eventInfo.offsetMonths <= 0 then
local holidayInfo = C_Calendar.GetHolidayInfo(eventInfo.offsetMonths, eventInfo.monthDay, eventInfo.eventIndex)
local startTime = convertDateToTime(holidayInfo.startTime)
local endTime = convertDateToTime(holidayInfo.endTime)
if not passed then
passed = now > startTime and now < endTime
end
if passed then
break
end
end
end
return passed
end,
}
--Building up set data
function EM:BuildingConditions(option)
if not option then return end --if no condition string is passed, return
local pattern = '%[(.-)%]([^;]+)'
local SetInfo = {
options = {}, --tag/args combos for set
set = '', --Set name
}
local condition
while option:match(pattern) do --If matched that means eligible condition tag is found, e.g. [tag:arg]
condition, option = option:match(pattern)
if not(condition and option) then return end
tinsert(SetInfo.options, condition)
end
SetInfo.set = option:gsub('^%s*', '')
tinsert(EM.Conditions, SetInfo)
end
--Function to setup a table of calls for conditions provided by user
function EM:TagsProcess(msg)
if msg == '' then return end --No conditions were passed. Whya the hell this module is even enabled then?!
wipe(EM.Conditions)
local MsgSections = { (';'):split(msg) } --Splitting message (e.g. option line) to short parts by a separator symbol ";"
--Cycling through table to add conditions contained in every section to the table
for i, v in ipairs(MsgSections) do
local section = MsgSections[i]
EM:BuildingConditions(section)
end
--Going trought conditions to build actual function calls into conditions table
for i = 1, #EM.Conditions do
local SetInfo = EM.Conditions[i]
if #SetInfo.options == 0 then --if number of options (tag/arg combos) is 0 this means that's the last "if everything else failed type of call.
SetInfo.options[1] = {commands = {{condition = 'NoCondition', args = {}}}}
else
for index = 1, #SetInfo.options do
local condition = SetInfo.options[index] --Getting the string
local ConditionList = { (','):split(condition) } --Making it to a set of conditions to check
local CommandsInfo = {} --Table for functions to check + arguments to pass
for j = 1, #ConditionList do
local tagString = ConditionList[j]; --Getting the full tag "tag:args"
if tagString then --If it exists. Otherwise how the fuck it happened to be in the table in the first place, but better be safe than sorry.
local command, argument = (':'):split(tagString) --Split actual core tag from arguments
local argTable = {} --List of arguments to pass later
if argument and strfind(argument, '%.') then --If dot is found then warn the user of a typo. This is a high class establishment, we use commas here.
SLE:Print(L["SLE_EM_TAG_DOT_WARNING"], 'error')
else
if argument and ('/'):split(argument) then --if tag happened to have 2+ argumants
local former
while argument and ('/'):split(argument) do
former, argument = ('/'):split(argument)
tinsert(argTable, former)
end
else
tinsert(argTable, argument)
end
--Find the tag in provided tag list
local tag = command:match('^%s*(.+)%s*$')
if EM.TagsTable[tag] then --If tag is registered, add stuff to the table
tinsert(CommandsInfo, { condition = command:match('^%s*(.+)%s*$'), args = argTable })
elseif tag:sub(1,2) == 'no' and EM.TagsTable[tag:sub(3,-1)] then
tinsert(CommandsInfo, { condition = command:match('^%s*no(.+)%s*$'), args = argTable, negate = true })
else
--We don't use that kind of tag in this neighborhood
SLE:Print(format(L["SLE_EM_TAG_INVALID"], tag), 'error')
--Wipe the table and stop executing cause since one tag is wrong the string will fail to execute anyways
wipe(EM.Conditions)
return
end
end
end
end
--Raplce general info with determained function calls and arguments
SetInfo.options[index] = {commands = CommandsInfo}
end
end
end
end
--Checking if some tag condition is true for the provided conditions table
function EM:TagsConditionsCheck(data)
for _, tagInfo in ipairs(data) do
for _, option in ipairs(tagInfo.options) do
if not option.commands then return end --if for some unimaginable reason this is missing, better stop doing everything
local matches = 0 --Number of conditions passed in this tag check
for _, conditionInfo in ipairs(option.commands) do
--Getting function that determines if condition is met
local tagFunc = conditionInfo['condition']
--If tag contains nil (tho previous checks should have this covere already) or not actually a function
if not EM.TagsTable[tagFunc] or type(EM.TagsTable[tagFunc]) ~= 'function' then
SLE:Print(format(L["SLE_EM_TAG_INVALID"], tagFunc), 'error')
return nil
end
--Getting arguments table and use it to call a tag check
local args = conditionInfo['args']
local result = EM.TagsTable[tagFunc](unpack(args))
if conditionInfo['negate'] then
result = not result
end
--if check returns true then we have a match
if result then
matches = matches + 1
else
matches = 0
break
end
--if every check matches then this condition is met, returning result
if matches == #option.commands then return tagInfo.set end
end
end
end
end
local equippedSets = {}
--Equipping stuff
local function Equip(event)
--If equip is in process or lock button is checked, then return
if EM.Processing or EM.lock then return end
--Only equip stuff on first load
if event == 'PLAYER_ENTERING_WORLD' then EM:UnregisterEvent(event) end
EM.Processing = true
--Usualy it takes around a second to equip everything
E:Delay(1, function() EM.Processing = false end)
--Don't try to equip in combat. it wouldn't work anyways
if InCombatLockdown() then
EM:RegisterEvent('PLAYER_REGEN_ENABLED', Equip)
return
end
if event == 'PLAYER_REGEN_ENABLED' then
EM:UnregisterEvent(event)
end
--Figuring out the hell should be equipped
wipe(equippedSets)
local equipmentSetIDs = C_EquipmentSet.GetEquipmentSetIDs()
--If any actual equip set is on
for index = 1, C_EquipmentSet.GetNumEquipmentSets() do
local name, _, _, isEquipped = C_EquipmentSet.GetEquipmentSetInfo(equipmentSetIDs[index])
if isEquipped then --Set found
tinsert(equippedSets, name)
end
end
--What actually should be equipped, based on tags
local trueSet = EM:TagsConditionsCheck(EM.Conditions)
--If something should be equipped
if trueSet then
--Get id
local SetID = C_EquipmentSet.GetEquipmentSetID(trueSet)
if SetID then
--If it is not what's equipped right now, then put it on.
if #equippedSets == 0 or not tContains(equippedSets, trueSet) then
C_EquipmentSet.UseEquipmentSet(SetID)
end
else
--if id of specifiet set is not peresent (e.g. no set named like trueSet exists), you should probably revisit your tag line
SLE:Print(format(L["SLE_EM_SET_NOT_EXIST"], trueSet), 'error')
end
end
end
--Creating a lock button. Prevents gear from auto equip
function EM:CreateLock()
if _G.SLE_Equip_Lock_Button or not EM.db.lockbutton then return end
local button = CreateFrame('Button', 'SLE_Equip_Lock_Button', _G.PaperDollFrame)
button:Size(20, 20)
button:Point('BOTTOMLEFT', _G.CharacterFrame, 'BOTTOMLEFT', 4, 4)
button:SetFrameLevel(_G.CharacterModelScene:GetFrameLevel() + 2)
button:SetScript('OnEnter', function(self)
_G.GameTooltip:SetOwner(self)
_G.GameTooltip:AddLine(L["SLE_EM_LOCK_TOOLTIP"])
_G.GameTooltip:Show()
end)
button:SetScript('OnLeave', function(self)
_G.GameTooltip:Hide()
end)
E.Skins:HandleButton(button)
button.Icon = button:CreateTexture(nil, 'OVERLAY')
button.Icon:SetAllPoints()
button.Icon:SetTexture([[Interface\AddOns\ElvUI_SLE\media\textures\lock]])
button.Icon:SetVertexColor(0, 1, 0)
button:SetScript('OnClick', function()
EM.lock = not EM.lock
button.Icon:SetVertexColor(EM.lock and 1 or 0, EM.lock and 0 or 1, 0)
end)
end
function EM:UpdateTags()
EM:TagsProcess(EM.db.conditions)
Equip()
end
EM.Events = {}
function EM:RegisterNewEvent(event)
if not EM.Events[event] then
EM:RegisterEvent(event, Equip)
EM.Events[event] = true
end
end
function EM:Initialize()
EM.db = E.private.sle.equip
if not SLE.initialized or not EM.db.enable then return end
EM.lock = false
EM:RegisterEvent('PLAYER_ENTERING_WORLD', Equip)
EM:RegisterEvent('LOADING_SCREEN_DISABLED', Equip)
EM:RegisterEvent('ACTIVE_TALENT_GROUP_CHANGED', Equip)
EM:RegisterEvent('PLAYER_LEVEL_CHANGED', Equip)
EM:RegisterEvent('GROUP_ROSTER_UPDATE', Equip)
EM:RegisterEvent('PLAYER_FLAGS_CHANGED', Equip)
--Initial apply options
EM:TagsProcess(EM.db.conditions)
EM:CreateLock()
end
SLE:RegisterModule(EM:GetName())