-- To use random hearthstone toys gathered through world events. local AllHearthToyIndex = {} --All the toys local UsableHearthToyIndex = {} --Usable toys local RHTIndex = false --Macro index RHT = {} --Setup for button and timeout frame local RHTInitialized = false local macroVersion = 1 -- macro version to know if we need to forcefully update users local needsOne = GetCVar("ActionButtonUseKeyDown") local SetRandomHearthToy local GetLearnedStones local GetMacroIndex local CheckMacroIndex local GenMacro local RemoveStone local SpellcastUpdate local RandomKey -- Setting up an invisible button named RHTB. Toys can only be used through a button click, so we need one for the macro to click. local frame = CreateFrame("Frame") RHT.b = CreateFrame("Button","RHTB",nil,"SecureActionButtonTemplate") RHT.b:SetAttribute("type","item") -- Setting up a frame to wait and see if the toybox is loaded before getting stones on login. local timeOut = 10 --Delay for checking stones. C_Timer.After(timeOut, function() local ticker ticker = C_Timer.NewTicker(1, function() if C_ToyBox.GetNumToys() > 0 then GetLearnedStones() if RHTInitialized then SetRandomHearthToy() --print "RHT initialized" -- uncomment for debugging future versions ticker:Cancel() end end end) end) frame:RegisterEvent("PLAYER_ENTERING_WORLD") -- Spellcast stopping is the check for if a hearthstone has been used. frame:RegisterEvent("UNIT_SPELLCAST_STOP") local function Event(self, event, arg1, arg2, arg3) if event == "PLAYER_ENTERING_WORLD" then GetMacroIndex() frame:UnregisterEvent("PLAYER_ENTERING_WORLD") end -- When a spell cast stops and it's the player's spell, send the ID to check if it's a stone. if event == "UNIT_SPELLCAST_STOP" and arg1 == "player" then SpellcastUpdate(arg3) end end frame:SetScript("OnEvent", Event) -- Generate list of stones in game. AllHearthToyIndex[166747] = 286353 --Brewfest AllHearthToyIndex[165802] = 286031 --Noble AllHearthToyIndex[165670] = 285424 --Peddlefeet AllHearthToyIndex[165669] = 285362 --Lunar AllHearthToyIndex[166746] = 286331 --Fire Eater AllHearthToyIndex[163045] = 278559 --Horseman AllHearthToyIndex[162973] = 278244 --Greatfather AllHearthToyIndex[142542] = 231504 --Tome of TP AllHearthToyIndex[64488] = 94719 --Innkeeper AllHearthToyIndex[54452] = 75136 --Ethereal AllHearthToyIndex[93672] = 136508 --Dark Portal AllHearthToyIndex[168907] = 298068 --Holographic Digitalization AllHearthToyIndex[172179] = 308742 --Eternal Traveler AllHearthToyIndex[182773] = 340200 --Necrolord AllHearthToyIndex[180290] = 326064 --Night Fae AllHearthToyIndex[184353] = 345393 --Kyrian AllHearthToyIndex[183716] = 342122 --Venthyr AllHearthToyIndex[188952] = 363799 --Dominated Hearthstone AllHearthToyIndex[190237] = 367013 --Broker Translocation Matrix AllHearthToyIndex[193588] = 375357 --Timewalker's Hearthstone AllHearthToyIndex[190196] = 366945 --Enlightened Hearthstone AllHearthToyIndex[200630] = 391042 --Ohn'ir Windsage's Hearthstone AllHearthToyIndex[206195] = 412555 --Path of the Naaru AllHearthToyIndex[209035] = 422284 --Hearthstone of the Flame AllHearthToyIndex[208704] = 420418 --Deepdweller's Earthen Hearthstone -- This is the meat right here. function SetRandomHearthToy() -- Setting the new stone while in combat is bad. if not InCombatLockdown() then -- Find the macro. CheckMacroIndex() -- Rebuild the stone list if it's empty. if next(UsableHearthToyIndex) == nil then GetLearnedStones() end local itemID, toyName = '' -- Randomly pick one. local k = RandomKey(UsableHearthToyIndex) local itemID, toyName = C_ToyBox.GetToyInfo(k) if toyName then -- Remove it from the list so we don't pick it again. RemoveStone(k) -- Write the macro. GenMacro(itemID, toyName) -- Set button for first use if not RHT.b:GetAttribute("item") then RHT.b:SetAttribute("item",toyName) end end end end -- Get stones learned and usable by character function GetLearnedStones() -- Get the current setting for the toybox so we can set it back after we're done. local ToyCollSetting = C_ToyBox.GetCollectedShown() local ToyUnCollSetting = C_ToyBox.GetUncollectedShown() local ToyUsableSetting = C_ToyBox.GetUnusableShown() C_ToyBox.SetCollectedShown(true) -- List collected toys C_ToyBox.SetUncollectedShown(false) -- Don't list uncollected toys C_ToyBox.SetUnusableShown(false) -- Don't list unusable toys in the the collection. -- Go through all the toys to find the usable stons. for i = 1, C_ToyBox.GetNumFilteredToys() do -- Go through all the stone to see if this toy is a stone. for k in pairs(AllHearthToyIndex) do if k == C_ToyBox.GetToyFromIndex(i) then UsableHearthToyIndex [k] = 1 end end end -- Reset the toybox filter C_ToyBox.SetCollectedShown(ToyCollSetting) C_ToyBox.SetUncollectedShown(ToyUnCollSetting) C_ToyBox.SetUnusableShown(ToyUsableSetting) if next(UsableHearthToyIndex) then RHTInitialized = true end end -- We've removed the name from the macro, so now we need to find it so we know which one to edit. function GetMacroIndex() local numg, numc = GetNumMacros() for i = 1, numg do local macroCont = GetMacroBody(i) if(macroCont) then -- apperently there's a chance of not having anything here -- Hopefully no other macro ever made has "RHT.b" in it... if string.find(macroCont, "RHT.b") then -- check if we have the correct macro version, purge it if not -- this fixes issues when the addon got broken and we need people to remake their macros if(string.find(macroCont, "#macro version " .. macroVersion)) then RHTIndex = i else DeleteMacro(i) print "ATTENTION: Your random hearthstone macro had to be deleted due to an update of the game, a new one was created, please add the new macro to your action bar" end end end end end -- Have we found the macro yet? Also, make sure the macro we're editing is the right one in case the user rearranged things or deleted it. If not, go find it. function CheckMacroIndex() local macroCont = GetMacroBody(RHTIndex) if macroCont then if string.find(macroCont, "RHT.b") then return end end GetMacroIndex() end -- Macro writing time. -- if this method is changed, increment macroVersion var function GenMacro(itemID, toyName) -- Did we find the index? If so, edit that. The macro changes the button to the next stone, but only if we aren't in combat; can't SetAttribute. It then "clicks" the RHTB button if RHTIndex then EditMacro(RHTIndex, " ", "INV_MISC_QUESTIONMARK", "#showtooltip item:" .. itemID .. "\r#macro version " .. macroVersion .. "\r/run if not InCombatLockdown() then RHT.b:SetAttribute(\"item\",\"" .. toyName .. "\") end\r/click RHTB LeftButton" .. (needsOne == "1" and " 1" or "")) else -- No macro found, make a new one, get it's ID, then set the toy on the invisble button. This one is named so people can find it on first use. CreateMacro("RHT", "INV_MISC_QUESTIONMARK", "#showtooltip item:" .. itemID .. "\r#macro version " .. macroVersion .. "\r/run if not InCombatLockdown() then RHT.b:SetAttribute(\"item\",\"" .. toyName .. "\") end\r/click RHTB LeftButton" .. (needsOne == "1" and " 1" or "")) GetMacroIndex() end end -- Remove stone from the list so we don't use it again. (Here for debugging) function RemoveStone(k) UsableHearthToyIndex[k] = nil end -- Did a stone get used? function SpellcastUpdate(spellID) if not InCombatLockdown() then for k in pairs(AllHearthToyIndex) do if spellID == AllHearthToyIndex[k] or spellID == 346060 then -- there are two necrolord spells, adding one here temporarily, should refactor the spell lists soon SetRandomHearthToy() break end end end end -- Code to randomly pick a key from a table. function RandomKey(t) local keys = {} for key, value in pairs(t) do keys[#keys+1] = key --Store keys in another table. end if (not #keys) or (#keys < 1) then return 0 end index = keys[math.random(1, #keys)] return index end