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175 lines
6.4 KiB
175 lines
6.4 KiB
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5 years ago
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-------------------------------------------------------------------------------
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---------------------------------- NAMESPACE ----------------------------------
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-------------------------------------------------------------------------------
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local ADDON_NAME, ns = ...
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local L = ns.locale
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-------------------------------------------------------------------------------
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--------------------------------- DEVELOPMENT ---------------------------------
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-------------------------------------------------------------------------------
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--[[
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To enable all development settings and functionality:
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1. Tweak any setting in the addon and exit the game.
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2. Open the settings file for this addon.
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WTF/Account/<account>/SavedVariables/HandyNotes_<this_addon>.lua
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3. Add a new line under profiles => Default.
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["development"] = true,
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4. Save and star the game. You should now see development settings
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at the bottom of the addon settings window.
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--]]
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local function BootstrapDevelopmentEnvironment()
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-- Add development settings to the UI
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ns.options.args.GeneralTab.args.DevelopmentHeader = {
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type = "header",
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name = L["options_dev_settings"],
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order = 100,
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}
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ns.options.args.GeneralTab.args.show_debug_map = {
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type = "toggle",
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arg = "show_debug_map",
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name = L["options_toggle_show_debug_map"],
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desc = L["options_toggle_show_debug_map_desc"],
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order = 101,
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}
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ns.options.args.GeneralTab.args.show_debug_quest = {
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type = "toggle",
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arg = "show_debug_quest",
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name = L["options_toggle_show_debug_quest"],
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desc = L["options_toggle_show_debug_quest_desc"],
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order = 102,
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}
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ns.options.args.GeneralTab.args.force_nodes = {
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type = "toggle",
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arg = "force_nodes",
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name = L["options_toggle_force_nodes"],
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desc = L["options_toggle_force_nodes_desc"],
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order = 103,
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}
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-- Register all addons objects for the CTRL+ALT handler
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local plugins = "HandyNotes_ZarPlugins"
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if _G[plugins] == nil then _G[plugins] = {} end
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_G[plugins][#_G[plugins] + 1] = ns
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-- Initialize a history for quest ids so we still have a record after /reload
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if _G[ADDON_NAME.."DB"]['quest_id_history'] == nil then
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_G[ADDON_NAME.."DB"]['quest_id_history'] = {}
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end
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local history = _G[ADDON_NAME.."DB"]['quest_id_history']
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-- Print debug messages for each quest ID that is flipped
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local QTFrame = CreateFrame('Frame', ADDON_NAME.."QT")
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local lastCheck = GetTime()
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local quests = {}
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local changed = {}
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local max_quest_id = 100000
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local function DebugQuest(...)
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if ns:GetOpt('show_debug_quest') then ns.Debug(...) end
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end
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C_Timer.After(2, function ()
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-- Give some time for quest info to load in before we start
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for id = 0, max_quest_id do quests[id] = C_QuestLog.IsQuestFlaggedCompleted(id) end
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QTFrame:SetScript('OnUpdate', function ()
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if GetTime() - lastCheck > 1 and ns:GetOpt('show_debug_quest') then
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for id = 0, max_quest_id do
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local s = C_QuestLog.IsQuestFlaggedCompleted(id)
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if s ~= quests[id] then
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changed[#changed + 1] = {'Quest', id, 'changed:', tostring(quests[id]), '=>', tostring(s)}
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quests[id] = s
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end
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end
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if #changed <= 10 then
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-- changing zones will sometimes cause thousands of quest
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-- ids to flip state, we do not want to report on those
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for i, args in ipairs(changed) do
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table.insert(history, 1, args)
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DebugQuest(unpack(args))
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end
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end
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if #history > 100 then
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for i = #history, 101, -1 do
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history[i] = nil
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end
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end
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lastCheck = GetTime()
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wipe(changed)
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end
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end)
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DebugQuest('Quest IDs are now being tracked')
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end)
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-- Listen for LCTRL + LALT when the map is open to force display nodes
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local IQFrame = CreateFrame('Frame', ADDON_NAME.."IQ", WorldMapFrame)
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local groupPins = WorldMapFrame.pinPools.GroupMembersPinTemplate
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IQFrame:SetPropagateKeyboardInput(true)
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IQFrame:SetScript('OnKeyDown', function (_, key)
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if (key == 'LCTRL' or key == 'LALT') and IsLeftControlKeyDown() and IsLeftAltKeyDown() then
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IQFrame:SetPropagateKeyboardInput(false)
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for i, _ns in ipairs(_G[plugins]) do
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if not _ns.dev_force then
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_ns.dev_force = true
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_ns.addon:Refresh()
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end
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end
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-- Hide player pins on the map
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groupPins:GetNextActive():Hide()
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end
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end)
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IQFrame:SetScript('OnKeyUp', function (_, key)
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if key == 'LCTRL' or key == 'LALT' then
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IQFrame:SetPropagateKeyboardInput(true)
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for i, _ns in ipairs(_G[plugins]) do
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if _ns.dev_force then
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_ns.dev_force = false
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_ns.addon:Refresh()
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end
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end
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-- Show player pins on the map
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groupPins:GetNextActive():Show()
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end
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end)
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end
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-------------------------------------------------------------------------------
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-- Debug function that iterates over each pin template and removes it from the
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-- map. This is helpful for determining which template a pin is coming from.
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local hidden = {}
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_G[ADDON_NAME..'RemovePins'] = function ()
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for k, v in pairs(WorldMapFrame.pinPools) do
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if not hidden[k] then
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hidden[k] = true
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print('Removing pin template:', k)
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WorldMapFrame:RemoveAllPinsByTemplate(k)
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return
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end
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end
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end
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-------------------------------------------------------------------------------
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function ns.Debug(...)
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if ns:GetOpt('development') then print(ns.color.Blue('DEBUG:'), ...) end
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end
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function ns.Warn(...)
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if ns:GetOpt('development') then print(ns.color.Orange('WARN:'), ...) end
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end
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function ns.Error(...)
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if ns:GetOpt('development') then print(ns.color.Red('ERROR:'), ...) end
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end
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-------------------------------------------------------------------------------
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ns.BootstrapDevelopmentEnvironment = BootstrapDevelopmentEnvironment
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