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-------------------------------------------------------------------------------
---------------------------------- NAMESPACE ----------------------------------
-------------------------------------------------------------------------------
local ADDON_NAME, ns = ...
local L = ns.locale
local Class = ns.Class
local Group = ns.Group
local IsInstance = ns.IsInstance
local Requirement = ns.requirement.Requirement
-------------------------------------------------------------------------------
------------------------------------ NODE -------------------------------------
-------------------------------------------------------------------------------
--[[
Base class for all displayed nodes.
label (string): Tooltip title for this node
sublabel (string): Oneline string to display under label
group (Group): Options group for this node (display, scale, alpha)
fgroup (string): A category of nodes that should be focused together
icon (string|number): The icon texture to display
alpha (float): The default alpha value for this type
scale (float): The default scale value for this type
minimap (bool): Should the node be displayed on the minimap
parent (int|int[]): Parent map IDs to display the node on
quest (int|int[]): Quest IDs that cause this node to disappear
questAny (boolean): Hide node if *any* quests are true (default *all*)
questCount (boolean): Display completed quest count as rlabel
questDeps (int|int[]): Quest IDs that must be true to appear
requires (str|Requirement[]): Requirements to interact or unlock
rewards (Reward[]): Array of rewards for this node
--]]
local Node = Class('Node', nil, {
label = UNKNOWN,
minimap = true,
alpha = 1,
scale = 1,
icon = 'default',
group = ns.groups.MISC
})
function Node:Initialize(attrs)
-- assign all attributes
if attrs then for k, v in pairs(attrs) do self[k] = v end end
-- normalize table values
self.quest = ns.AsTable(self.quest)
self.questDeps = ns.AsTable(self.questDeps)
self.parent = ns.AsIDTable(self.parent)
self.requires = ns.AsTable(self.requires, Requirement)
self.group = ns.AsTable(self.group, Group)
-- ensure proper group(s) is/are assigned
for _, group in pairs(self.group) do
if not IsInstance(group, Group) then
error('group attribute must be a Group class instance: ' .. group)
end
end
end
--[[
Return the associated texture, scale and alpha value to pass to HandyNotes
for this node.
--]]
function Node:GetDisplayInfo(mapID, minimap)
local icon = ns.GetIconPath(self.icon)
local scale = self.scale * self.group[1]:GetScale(mapID) -- Get scale/alpha form first (main) group
local alpha = self.alpha * self.group[1]:GetAlpha(mapID)
if not minimap and WorldMapFrame.isMaximized and
ns:GetOpt('maximized_enlarged') then
scale = scale * 1.3 -- enlarge on maximized world map
end
return icon, scale, alpha
end
--[[
Return the glow POI for this node. If the node is hovered or focused, a green
glow is applyed to help highlight the node.
--]]
function Node:GetGlow(mapID, minimap, focused)
if self.glow then
local _, scale, alpha = self:GetDisplayInfo(mapID, minimap)
self.glow.alpha = alpha
self.glow.scale = scale
if focused then
self.glow.r, self.glow.g, self.glow.b = 0, 1, 0
elseif self.OnClick then
self.glow.r, self.glow.g, self.glow.b = 0, 0, 1
else
self.glow.r, self.glow.g, self.glow.b = 1, 1, 0
end
return self.glow
end
end
--[[
Return the "collected" status of this node. A node is collected if all
associated rewards have been obtained (achievements, toys, pets, mounts).
--]]
function Node:IsCollected()
for reward in self:IterateRewards() do
if reward:IsEnabled() and reward:IsObtainable() and
not reward:IsObtained() then return false end
end
return true
end
--[[
Return the "completed" state of this node. A node is completed if any or all
associated quests have been completed. The behavior of any vs all is switched
with the `questAny` attribute (default: all).
This method can also be overridden to check for some other form of completion,
such as an achievement criteria.
This method is *not* called if the "Show completed" setting is enabled.
--]]
function Node:IsCompleted()
if self.quest and self.questAny then
-- Completed if *any* attached quest ids are true
for i, quest in ipairs(self.quest) do
if C_QuestLog.IsQuestFlaggedCompleted(quest) then
return true
end
end
elseif self.quest then
-- Completed only if *all* attached quest ids are true
for i, quest in ipairs(self.quest) do
if not C_QuestLog.IsQuestFlaggedCompleted(quest) then
return false
end
end
return true
end
return false
end
--[[
Return true if this node should be displayed.
--]]
function Node:IsEnabled()
-- Check prerequisites
if not self:PrerequisiteCompleted() then return false end
-- Check completed state
if self.group == ns.groups.QUEST or not ns:GetOpt('show_completed_nodes') then
if self:IsCompleted() then return false end
end
return true
end
--[[
Iterate over rewards that are enabled for this character.
--]]
function Node:IterateRewards()
local index, reward = 0
return function()
if not (self.rewards and #self.rewards) then return end
repeat
index = index + 1
if index > #self.rewards then return end
reward = self.rewards[index]
until reward:IsEnabled()
return reward
end
end
--[[
Return the prerequisite state of this node. A node has its prerequisites met if
all quests defined in the `questDeps` attribute are completed. This method can
be overridden to check for other prerequisite criteria.
--]]
function Node:PrerequisiteCompleted()
-- Prerequisite not met if any dependent quest ids are false
if not self.questDeps then return true end
for i, quest in ipairs(self.questDeps) do
if not C_QuestLog.IsQuestFlaggedCompleted(quest) then
return false
end
end
return true
end
--[[
Prepare this node for display by fetching localization information for anything
referenced in the text attributes of this node. This method is called when a
world map containing this node is opened.
--]]
function Node:Prepare()
-- verify chosen icon exists
if type(self.icon) == 'string' and ns.icons[self.icon] == nil then
error('unknown icon: ' .. self.icon)
end
-- initialize glow POI (if glow icon available)
if not self.glow then
local icon = ns.GetGlowPath(self.icon)
if icon then self.glow = ns.poi.Glow({icon = icon}) end
end
ns.PrepareLinks(self.label)
ns.PrepareLinks(self.sublabel)
ns.PrepareLinks(self.location)
ns.PrepareLinks(self.note)
if self.requires then
for i, req in ipairs(self.requires) do
if IsInstance(req, Requirement) then
ns.PrepareLinks(req:GetText())
else
ns.PrepareLinks(req)
end
end
end
if self.rewards then
for i, reward in ipairs(self.rewards) do reward:Prepare() end
end
end
--[[
Render this node onto the given tooltip. Many features are optional depending
on the attributes set on this specific node, such as setting an `rlabel` or
`sublabel` value.
--]]
function Node:Render(tooltip, focusable)
-- render the label text with NPC names resolved
tooltip:SetText(ns.RenderLinks(self.label, true))
local color, text
local rlabel = self.rlabel or ''
if self.questCount and self.quest and #self.quest then
-- set rlabel to a (completed / total) display for quest ids
local count = 0
for i, quest in ipairs(self.quest) do
if C_QuestLog.IsQuestFlaggedCompleted(quest) then
count = count + 1
end
end
color = (count == #self.quest) and ns.status.Green or ns.status.Gray
rlabel = rlabel .. ' ' .. color(tostring(count) .. '/' .. #self.quest)
end
if self.faction then
rlabel = rlabel .. ' ' ..
ns.GetIconLink(self.faction:lower(), 16, 1, -1)
end
if focusable then
-- add an rlabel hint to use left-mouse to focus the node
local focus = ns.GetIconLink('left_mouse', 12) ..
ns.status.Gray(L['focus'])
rlabel = (#rlabel > 0) and focus .. ' ' .. rlabel or focus
end
if self.OnClick then
local click = ns.GetIconLink('left_mouse', 12)
rlabel = click .. ' ' .. ns.status.Gray(self.clabel) or click
end
-- render top-right label text
if #rlabel > 0 then
local rtext = _G[tooltip:GetName() .. 'TextRight1']
rtext:SetTextColor(1, 1, 1)
rtext:SetText(rlabel)
rtext:Show()
end
-- optional text directly under label
if self.sublabel then
tooltip:AddLine(ns.RenderLinks(self.sublabel, true), 1, 1, 1)
end
-- display item, spell or other requirements
if self.requires then
for i, req in ipairs(self.requires) do
if IsInstance(req, Requirement) then
color = req:IsMet() and ns.color.White or ns.color.Red
text = color(L['Requires'] .. ' ' .. req:GetText())
else
text = ns.color.Red(L['Requires'] .. ' ' .. req)
end
tooltip:AddLine(ns.RenderLinks(text, true))
end
end
-- additional text for the node to describe where the object or
-- rare can be found
if self.location and ns:GetOpt('show_notes') then
if self.requires or self.sublabel then
GameTooltip_AddBlankLineToTooltip(tooltip)
end
tooltip:AddLine(ns.RenderLinks(self.location), 1, 1, 1, true)
end
-- additional text for the node to describe how to interact with the
-- object or summon the rare
if self.note and ns:GetOpt('show_notes') then
if self.requires or self.sublabel or self.location then
GameTooltip_AddBlankLineToTooltip(tooltip)
end
tooltip:AddLine(ns.RenderLinks(self.note), 1, 1, 1, true)
end
-- all rewards (achievements, pets, mounts, toys, quests) that can be
-- collected or completed from this node
if self.rewards and ns:GetOpt('show_loot') then
local firstAchieve, firstOther = true, true
for reward in self:IterateRewards() do
-- Add a blank line between achievements and other rewards
local isAchieve = IsInstance(reward, ns.reward.Achievement)
local isSpacer = IsInstance(reward, ns.reward.Spacer)
if isAchieve and firstAchieve then
GameTooltip_AddBlankLineToTooltip(tooltip)
firstAchieve = false
elseif not (isAchieve or isSpacer) and firstOther then
GameTooltip_AddBlankLineToTooltip(tooltip)
firstOther = false
end
reward:Render(tooltip)
end
end
if self.spellID then
local spell = Spell:CreateFromSpellID(self.spellID)
self.cancelSpellDataCallback = spell:ContinueWithCancelOnSpellLoad(
function()
GameTooltip_AddBlankLineToTooltip(tooltip)
EmbeddedItemTooltip_SetSpellWithTextureByID(tooltip.ItemTooltip,
self.spellID, spell:GetSpellTexture())
self.cancelSpellDataCallback = nil
end);
end
end
function Node:Unrender(tooltip)
if self.cancelSpellDataCallback then
self.cancelSpellDataCallback()
self.cancelSpellDataCallback = nil
end
end
-------------------------------------------------------------------------------
--------------------------------- COLLECTIBLE ---------------------------------
-------------------------------------------------------------------------------
local Collectible = Class('Collectible', Node)
function Collectible.getters:label()
if self.id then return ('{npc:%d}'):format(self.id) end
if self.item then return ('{item:%d}'):format(self.item) end
for reward in self:IterateRewards() do
if IsInstance(reward, ns.reward.Achievement) then
return GetAchievementCriteriaInfoByID(reward.id,
reward.criteria[1].id) or UNKNOWN
end
end
return UNKNOWN
end
function Collectible:IsCompleted()
if self:IsCollected() then return true end
return Node.IsCompleted(self)
end
-------------------------------------------------------------------------------
------------------------------------ INTRO ------------------------------------
-------------------------------------------------------------------------------
local Intro = Class('Intro', Node, {
icon = 'quest_ay',
scale = 3,
group = ns.groups.QUEST,
minimap = false
})
function Intro:Initialize(attrs)
Node.Initialize(self, attrs)
if self.quest then
C_QuestLog.GetTitleForQuestID(self.quest[1]) -- fetch info from server
end
end
function Intro.getters:label()
if self.quest then
return C_QuestLog.GetTitleForQuestID(self.quest[1]) or UNKNOWN
end
return UNKNOWN
end
-------------------------------------------------------------------------------
------------------------------------ ITEM -------------------------------------
-------------------------------------------------------------------------------
local Item = Class('Item', Node, {icon = 454046})
function Item:Initialize(attrs)
Node.Initialize(self, attrs)
if not self.id then error('id required for Item nodes') end
if not self.icon then
self.icon = 454046 -- temp loading icon
local item = _G.Item:CreateFromItemID(self.id)
if not item:IsItemEmpty() then
item:ContinueOnItemLoad(function()
self.icon = item:GetItemIcon()
end)
end
end
end
function Item:IsCompleted()
if ns.PlayerHasItem(self.id) then return true end
return Node.IsCompleted(self)
end
function Item:Render(tooltip, focusable)
Node.Render(self, tooltip, focusable)
GameTooltip_AddBlankLineToTooltip(tooltip)
EmbeddedItemTooltip_SetItemByID(tooltip.ItemTooltip, self.id)
end
function Item.getters:label() return ('{item:%d}'):format(self.id) end
-------------------------------------------------------------------------------
------------------------------------- NPC -------------------------------------
-------------------------------------------------------------------------------
local NPC = Class('NPC', Node)
function NPC:Initialize(attrs)
Node.Initialize(self, attrs)
if not self.id then error('id required for NPC nodes') end
end
function NPC.getters:label() return ('{npc:%d}'):format(self.id) end
-------------------------------------------------------------------------------
---------------------------------- PETBATTLE ----------------------------------
-------------------------------------------------------------------------------
local PetBattle = Class('PetBattle', NPC, {
icon = 'paw_y',
scale = 1.2,
group = ns.groups.PETBATTLE
})
-------------------------------------------------------------------------------
------------------------------------ QUEST ------------------------------------
-------------------------------------------------------------------------------
local Quest = Class('Quest', Node,
{note = AVAILABLE_QUEST, group = ns.groups.QUEST})
function Quest:Initialize(attrs)
Node.Initialize(self, attrs)
C_QuestLog.GetTitleForQuestID(self.quest[1]) -- fetch info from server
end
function Quest.getters:icon() return self.daily and 'quest_ab' or 'quest_ay' end
function Quest.getters:label()
return C_QuestLog.GetTitleForQuestID(self.quest[1]) or UNKNOWN
end
-------------------------------------------------------------------------------
------------------------------------ RARE -------------------------------------
-------------------------------------------------------------------------------
local Rare = Class('Rare', NPC, {scale = 1.2, group = ns.groups.RARE})
function Rare.getters:icon() return
self:IsCollected() and 'skull_w' or 'skull_b' end
function Rare:IsEnabled()
if ns:GetOpt('hide_done_rares') and self:IsCollected() then return false end
return NPC.IsEnabled(self)
end
-------------------------------------------------------------------------------
---------------------------------- TREASURE -----------------------------------
-------------------------------------------------------------------------------
local Treasure = Class('Treasure', Node, {
icon = 'chest_gy',
scale = 1.3,
group = ns.groups.TREASURE
})
function Treasure.getters:label()
for reward in self:IterateRewards() do
if IsInstance(reward, ns.reward.Achievement) then
return GetAchievementCriteriaInfoByID(reward.id,
reward.criteria[1].id) or UNKNOWN
end
end
return UNKNOWN
end
-------------------------------------------------------------------------------
ns.node = {
Node = Node,
Collectible = Collectible,
Intro = Intro,
Item = Item,
NPC = NPC,
PetBattle = PetBattle,
Quest = Quest,
Rare = Rare,
Treasure = Treasure
}