-------------------------------------------------------------------------------- -- A L L T H E T H I N G S -- -------------------------------------------------------------------------------- -- Copyright 2017-2021 Dylan Fortune (Crieve-Sargeras) -- -------------------------------------------------------------------------------- local app = select(2, ...); local L = app.L; -- Assign the FactionID. app.Faction = UnitFactionGroup("player"); if app.Faction == "Horde" then app.FactionID = Enum.FlightPathFaction.Horde; elseif app.Faction == "Alliance" then app.FactionID = Enum.FlightPathFaction.Alliance; else -- Neutral Pandaren or... something else. Scourge? Neat. app.FactionID = 0; end -- Performance Cache -- While this may seem silly, caching references to commonly used APIs is actually a performance gain... local C_Item_IsDressableItemByID = C_Item.IsDressableItemByID; local C_TransmogCollection_GetAppearanceSourceInfo = C_TransmogCollection.GetAppearanceSourceInfo; local C_TransmogCollection_GetAllAppearanceSources = C_TransmogCollection.GetAllAppearanceSources; local C_TransmogCollection_GetItemInfo = C_TransmogCollection.GetItemInfo; local C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance = C_TransmogCollection.PlayerHasTransmogItemModifiedAppearance; local C_TransmogCollection_GetSourceInfo = C_TransmogCollection.GetSourceInfo; local C_Map_GetMapInfo = C_Map.GetMapInfo; local SetPortraitTexture = _G["SetPortraitTexture"]; local SetPortraitTextureFromDisplayID = _G["SetPortraitTextureFromCreatureDisplayID"]; local EJ_GetCreatureInfo = _G["EJ_GetCreatureInfo"]; local EJ_GetEncounterInfo = _G["EJ_GetEncounterInfo"]; local GetAchievementCriteriaInfo = _G["GetAchievementCriteriaInfo"]; local GetAchievementInfo = _G["GetAchievementInfo"]; local GetAchievementLink = _G["GetAchievementLink"]; local GetClassInfo = _G["GetClassInfo"]; local GetDifficultyInfo = _G["GetDifficultyInfo"]; local GetFactionInfoByID = _G["GetFactionInfoByID"]; local GetItemInfo = _G["GetItemInfo"]; local GetItemInfoInstant = _G["GetItemInfoInstant"]; local GetItemSpecInfo = _G["GetItemSpecInfo"]; local PlayerHasToy = _G["PlayerHasToy"]; local IsTitleKnown = _G["IsTitleKnown"]; local InCombatLockdown = _G["InCombatLockdown"]; local MAX_CREATURES_PER_ENCOUNTER = 9; local DESCRIPTION_SEPARATOR = "`"; local rawget, rawset, tinsert, string_lower, tostring, ipairs, pairs, tonumber, wipe, sformat = rawget, rawset, tinsert, string.lower, tostring, ipairs, pairs, tonumber, wipe, string.format; local ATTAccountWideData; local ALLIANCE_ONLY = { 1, 3, 4, 7, 11, 22, 25, 29, 30, 32, 34, 37, }; local HORDE_ONLY = { 2, 5, 6, 8, 9, 10, 26, 27, 28, 31, 35, 36, }; -- Print/Debug/Testing Functions app.print = function(...) print(L["TITLE"], ...); end app.report = function(...) if ... then app.print(...); end app.print(app.Version .. L["PLEASE_REPORT_MESSAGE"]); end app.PrintGroup = function(group,depth) depth = depth or 0; if group then local p = ""; for i=0,depth,1 do p = p .. "-"; end p = p .. tostring(group.key or group.text) .. ":" .. tostring(group[group.key or "NIL"]); print(p); if group.g then for i,sg in ipairs(group.g) do app.PrintGroup(sg,depth + 1); end end end print("---") end app.PrintTable = function(t,depth) if not t then print("nil"); return; end if type(t) ~= "table" then print(type(t),t); return; end depth = depth or 0; if depth == 0 then app._PrintTable = {}; end local p = ""; for i=1,depth,1 do p = p .. "-"; end -- dont accidentally recursively print the same table if not app._PrintTable[t] then app._PrintTable[t] = true; print(p,tostring(t)," {"); for k,v in pairs(t) do if type(v) == "table" then print(p,k,":"); if k == "parent" or k == "sourceParent" then print("SKIPPED") elseif k == "g" then print("#",v and #v) else app.PrintTable(v,depth + 1); end else print(p,k,":",tostring(v)) end end if getmetatable(t) then print(p,"__index:"); app.PrintTable(getmetatable(t).__index, depth + 1); end print(p,"}"); else print(p,tostring(t),"RECURSIVE"); end end --[[]] app.PrintMemoryUsage = function(...) -- update memory value for ATT UpdateAddOnMemoryUsage(); if ... then app.print(..., GetAddOnMemoryUsage("AllTheThings")); else app.print("Memory",GetAddOnMemoryUsage("AllTheThings")); end end --]] -- Coroutine Helper Functions app.refreshing = {}; app.EmptyTable = {}; app.EmptyFunction = function() end; local function OnUpdate(self) for i=#self.__stack,1,-1 do -- print("Running Stack " .. i .. ":" .. self.__stack[i][2]) if not self.__stack[i][1](self) then -- print("Removing Stack " .. i .. ":" .. self.__stack[i][2]) table.remove(self.__stack, i); end end -- Stop running OnUpdate if nothing in the Stack to process if #self.__stack < 1 then self:SetScript("OnUpdate", nil); end end local function Push(self, name, method) if not self.__stack then self.__stack = {}; end -- print("Push->" .. name); tinsert(self.__stack, { method, name }); self:SetScript("OnUpdate", OnUpdate); end local function StartCoroutine(name, method, delaySec) if method and not app.refreshing[name] then local instance = coroutine.create(method); app.refreshing[name] = true; local pushCo = function() -- Check the status of the coroutine if instance and coroutine.status(instance) ~= "dead" then local ok, err = coroutine.resume(instance); if ok then return true; -- This means more work is required. else -- Throw the error. Returning nothing is the same as canceling the work. -- local instanceTrace = debugstack(instance); error(err,2); -- print(debugstack(instance)); -- print(err); -- app.report(); end end -- print("coroutine complete",name); app.refreshing[name] = nil; end; if delaySec and delaySec > 0 then -- print("delayed coroutine",delaySec,name); C_Timer.After(delaySec, function() Push(app, name, pushCo) end); else -- print("coroutine starting",name); Push(app, name, pushCo); end -- else print("skipped coroutine",name); end end local Callback = app.Callback; -- Triggers a timer callback method to run after the provided number of seconds with the provided params; the method can only be set to run once per delay local function DelayedCallback(method, delaySec, ...) if not app.__callbacks[method] then app.__callbacks[method] = ... and {...} or true; -- app.PrintDebug("DelayedCallback:",method, ...) local newCallback = function() local args = app.__callbacks[method]; app.__callbacks[method] = nil; -- callback with args/void if args ~= true then -- app.PrintDebug("DelayedCallback/args Running",method, unpack(args)) method(unpack(args)); else -- app.PrintDebug("DelayedCallback/void Running",method) method(); end -- app.PrintDebug("DelayedCallback Done",method) end; C_Timer.After(math.max(0, delaySec or 0), newCallback); end end -- Triggers a timer callback method to run on the next game frame or following combat if in combat currently with the provided params; the method can only be set to run once per frame local function AfterCombatCallback(method, ...) if not InCombatLockdown() then Callback(method, ...); return; end if not app.__callbacks[method] then app.__callbacks[method] = ... and {...} or true; -- If in combat, register to trigger on leave combat -- print("AfterCombatCallback:",method, ...) local newCallback = function() local args = app.__callbacks[method]; app.__callbacks[method] = nil; -- AfterCombatCallback with args/void if args ~= true then -- print("AfterCombatCallback/args Running",method, unpack(args)) method(unpack(args)); else -- print("AfterCombatCallback/void Running",method) method(); end -- print("AfterCombatCallback:Done",method) end; tinsert(app.__combatcallbacks, 1, newCallback); app:RegisterEvent("PLAYER_REGEN_ENABLED"); end end -- Triggers a timer callback method to run either when current combat ends, or after the provided delay; the method can only be set to run once until it has been run local function AfterCombatOrDelayedCallback(method, delaySec, ...) if InCombatLockdown() then -- print("chose AfterCombatCallback") AfterCombatCallback(method, ...); else -- print("chose DelayedCallback",delaySec) DelayedCallback(method, delaySec, ...); end end local function LocalizeGlobal(globalName, init) local val = _G[globalName]; if init and not val then val = {}; _G[globalName] = val; end return val; end local constructor = function(id, t, typeID) if t then if not rawget(t, "g") and rawget(t, 1) then return { g=t, [typeID]=id }; else rawset(t, typeID, id); return t; end else return {[typeID] = id}; end end local contains = function(arr, value) for _,value2 in ipairs(arr) do if value2 == value then return true; end end end local containsAny = function(arr, arr2) for _,v in ipairs(arr) do for _,w in ipairs(arr2) do if v == w then return true; end end end end local containsValue = function(dict, value) for _,value2 in pairs(dict) do if value2 == value then return true; end end end local indexOf = function(arr, value) for i,value2 in ipairs(arr) do if value2 == value then return i; end end end -- Iterative Function Runner do local FunctionQueue, ParameterBucketQueue, ParameterSingleQueue, Config = {}, {}, {}, { PerFrame = 1 }; local QueueIndex = 1; -- maybe a coroutine directly which can be restarted without needing to be re-created? local FunctionRunnerCoroutine = function() local i, perFrame = 1, Config.PerFrame; local params; local func = FunctionQueue[i]; while func do perFrame = perFrame - 1; params = ParameterBucketQueue[i]; if params then -- app.PrintDebug("FRC.Run.N",i,params) func(unpack(params)); else -- app.PrintDebug("FRC.Run.1",i,ParameterSingleQueue[i]) func(ParameterSingleQueue[i]); end -- app.PrintDebug("FRC.Done",i) if perFrame <= 0 then -- app.PrintDebug("FRC.Yield") coroutine.yield(); perFrame = Config.PerFrame; end i = i + 1; func = FunctionQueue[i]; end -- Run the OnEnd function if it exists local OnEnd = FunctionQueue[0]; if OnEnd then OnEnd(); end -- when done with all functions in the queue, reset the queue index and clear the queues of data QueueIndex = 1; -- app.PrintDebug("FRC.End",#FunctionQueue) wipe(FunctionQueue); wipe(ParameterBucketQueue); wipe(ParameterSingleQueue); end -- Provides a utility which will process a given number of functions each frame in a queue local FunctionRunner = { -- Adds a function to be run with any necessary parameters ["Run"] = function(func, ...) if type(func) ~= "function" then error("Must be a 'function' type!") end FunctionQueue[QueueIndex] = func; -- app.PrintDebug("FR.Add",QueueIndex,...) local arrs = select("#", ...); if arrs == 1 then ParameterSingleQueue[QueueIndex] = ...; elseif arrs > 1 then ParameterBucketQueue[QueueIndex] = { ... }; end QueueIndex = QueueIndex + 1; StartCoroutine("FunctionRunnerCoroutine", FunctionRunnerCoroutine); end, -- Defines how many functions will be executed per frame ["SetPerFrame"] = function(count) Config.PerFrame = math.max(1, tonumber(count) or 1); -- app.PrintDebug("FR:",Config.PerFrame) end, -- Set a function to be run once the queue is empty. This function takes no parameters. ["OnEnd"] = function(func) FunctionQueue[0] = func; end, }; app.FunctionRunner = FunctionRunner; end -- Sorting Logic (function() local defaultComparison = function(a,b) -- If either object doesn't exist if a then if not b then return true; end elseif b then return false; else -- neither a or b exists, equality returns false return false; end -- If comparing non-tables if type(a) ~= "table" or type(b) ~= "table" then return a < b; end local acomp, bcomp; -- Maps 1st acomp = a.mapID; bcomp = b.mapID; if acomp then if not bcomp then return true; end elseif bcomp then return false; end -- Raids/Encounter 2nd acomp = a.isRaid; bcomp = b.isRaid; if acomp then if not bcomp then return true; end elseif bcomp then return false; end -- Quests 3rd acomp = a.questID; bcomp = b.questID; if acomp then if not bcomp then return true; end elseif bcomp then return false; end -- Items 4th acomp = a.itemID; bcomp = b.itemID; if acomp then if not bcomp then return true; end elseif bcomp then return false; end -- Any two similar-type groups via name acomp = string_lower(tostring(a.name)); bcomp = string_lower(tostring(b.name)); return acomp < bcomp; end local defaultTextComparison = function(a,b) -- If either object doesn't exist if a then if not b then return true; end elseif b then return false; else -- neither a or b exists, equality returns false return false; end -- Any two similar-type groups with text a = string_lower(tostring(a)); b = string_lower(tostring(b)); return a < b; end local defaultNameComparison = function(a,b) -- If either object doesn't exist if a then if not b then return true; end elseif b then return false; else -- neither a or b exists, equality returns false return false; end -- Any two similar-type groups with text a = string_lower(tostring(a.name)); b = string_lower(tostring(b.name)); return a < b; end local defaultValueComparison = function(a,b) -- If either object doesn't exist if a then if not b then return true; end elseif b then return false; else -- neither a or b exists, equality returns false return false; end return a < b; end local defaultHierarchyComparison = function(a,b) -- If either object doesn't exist if a then if not b then return true; end elseif b then return false; else -- neither a or b exists, equality returns false return false; end local acomp, bcomp; acomp = a.g and #a.g or 0; bcomp = b.g and #b.g or 0; return acomp < bcomp; end local defaultTotalComparison = function(a,b) -- If either object doesn't exist if a then if not b then return true; end elseif b then return false; else -- neither a or b exists, equality returns false return false; end local acomp, bcomp; acomp = a.total or 0; bcomp = b.total or 0; return acomp < bcomp; end app.SortDefaults = { ["Global"] = defaultComparison, ["Text"] = defaultTextComparison, ["Name"] = defaultNameComparison, ["Value"] = defaultValueComparison, -- Sorts objects first by whether they do not have sub-groups [.g] defined ["Hierarchy"] = defaultHierarchyComparison, -- Sorts objects first by how many total collectibles they contain ["Total"] = defaultTotalComparison, }; local function Sort(t, compare, nested) if t then if not compare then compare = defaultComparison; end table.sort(t, compare); if nested then for i=#t,1,-1 do Sort(t[i].g, compare, nested); end end end end -- Safely-sorts a table using a provided comparison function and whether to propogate to nested groups -- Wrapping in a pcall since sometimes the sorted values are able to change while being within the sort method. This causes the 'invalid sort order function' error app.Sort = function(t, compare, nested) pcall(Sort, t, compare, nested); end local sortByNameSafely = function(a, b) if a and a.name then if b and b.name then return a.name <= b.name; end return true; end return false; end local function GetGroupSortValue(group) -- sub-groups on top -- >= 1 if group.g then local total = group.total; if total then local progress = group.progress; -- completed groups at the very top, ordered by their own total if total == progress then -- 3 <= p return 2 + total; -- partially completed next elseif progress and progress > 0 then -- 1 < p <= 2 return 1 + (progress / total); -- no completion, ordered by their own total in reverse -- 0 < p <= 1 else return (1 / total); end end -- collectibles next -- >= 0 elseif group.collectible then -- = 0.5 if group.collected then return 0.5; else -- 0 <= p < 0.5 return (group.sortProgress or 0) / 2; end -- trackables next -- -1 <= p <= -0.5 elseif group.trackable then if group.saved then return -0.5; else return -1; end -- remaining last -- = -2 else return -2; end end -- Sorts a group using the provided sortType, whether to recurse through nested groups, and whether sorting should only take place given the group having a conditional field local function SortGroup(group, sortType, row, recur, conditionField) if group.g then -- either sort visible groups or by conditional if (not conditionField and group.visible) or (conditionField and group[conditionField]) then -- app.PrintDebug("sorting",group.key,group.key and group[group.key],"by",sortType,"recur",recur,"condition",conditionField) if sortType == "name" then app.Sort(group.g); elseif sortType == "progress" then local progA, progB; app.Sort(group.g, function(a, b) progA = GetGroupSortValue(a); progB = GetGroupSortValue(b); return progA > progB; end); else local sortA, sortB; app.Sort(group.g, function(a, b) sortA = a and tostring(a[sortType]); sortB = b and tostring(b[sortType]); return sortA < sortB; end); end -- since this group was sorted, clear any SortInfo which may have caused it group.SortInfo = nil; end -- TODO: Add more sort types? if recur then for _,o in ipairs(group.g) do SortGroup(o, sortType, nil, recur, conditionField); end end end if row then row:GetParent():GetParent():Update(); app.print("Finished Sorting."); end end app.SortGroup = SortGroup; -- Allows defining SortGroup data which is only executed when the group is actually expanded local function SortGroupDelayed(group, sortType, row, recur, conditionField) -- app.PrintDebug("Delayed Sort defined for",group.text) group.SortInfo = { sortType, row, recur, conditionField }; end app.SortGroupDelayed = SortGroupDelayed; end)(); -- Performs table.concat(tbl, sep, i, j) on the given table, but uses the specified field of table values if provided, -- with a default fallback value if the field does not exist on the table entry app.TableConcat = function(tbl, field, def, sep, i, j) if tbl then if field then local tblvals, tinsert = {}, tinsert; for _,val in ipairs(tbl) do tinsert(tblvals, val[field] or def); end return table.concat(tblvals, sep, i, j); else return table.concat(tbl, sep, i, j); end end return ""; end -- Allows efficiently appending the content of multiple arrays (in sequence) onto the end of the provided array, or new empty array app.ArrayAppend = function(a1, ...) local arrs = select("#", ...); if arrs > 0 then a1 = a1 or {}; local i, select, a = #a1 + 1, select; for n=1,arrs do a = select(n, ...); if a then for ai=1,#a do a1[i] = a[ai]; i = i + 1; end end end end return a1; end -- Allows for returning a reversed array. Will do nothing for un-ordered tables or tables with a single entry app.ReverseOrder = function(a) if a[1] and a[2] then local b, n, j = {}, #a, 1; for i=n,1,-1 do b[j] = a[i]; j = j + 1; end return b; end return a; end -- Data Lib local attData; local AllTheThingsTempData = {}; -- For temporary data. local AllTheThingsAD = {}; -- For account-wide data. local function SetDataMember(member, data) rawset(AllTheThingsAD, member, data); end local function GetDataMember(member, default) attData = rawget(AllTheThingsAD, member); if attData == nil then rawset(AllTheThingsAD, member, default); return default; else return attData; end end local function SetTempDataMember(member, data) rawset(AllTheThingsTempData, member, data); end local function GetTempDataMember(member, default) attData = rawget(AllTheThingsTempData, member); if attData == nil then rawset(AllTheThingsTempData, member, default); return default; else return attData; end end local function SetDataSubMember(member, submember, data) attData = rawget(AllTheThingsAD, member); if attData == nil then attData = {}; rawset(attData, submember, data); rawset(AllTheThingsAD, member, attData); else rawset(attData, submember, data); end end local function GetDataSubMember(member, submember, default) attData = rawget(AllTheThingsAD,member); if attData then attData = rawget(attData, submember); if attData == nil then rawset(rawget(AllTheThingsAD,member), submember, default); return default; else return attData; end else attData = {}; rawset(attData, submember, default); rawset(AllTheThingsAD, member, attData); return default; end end local function SetTempDataSubMember(member, submember, data) attData = rawget(AllTheThingsTempData, member); if attData == nil then attData = {}; rawset(attData, submember, data); rawset(AllTheThingsTempData, member, attData); else rawset(attData, submember, data); end end local function GetTempDataSubMember(member, submember, default) attData = rawget(AllTheThingsTempData,member); if attData then attData = rawget(attData, submember); if attData == nil then rawset(rawget(AllTheThingsTempData,member), submember, default); return default; else return attData; end else attData = {}; rawset(attData, submember, default); rawset(AllTheThingsTempData, member, attData); return default; end end -- Returns an object which contains no data, but can return values from an overrides table, and be loaded/created when a specific field is attempted to be referenced -- i.e. Create a data group which contains no information but will attempt to populate itself when [loadField] is referenced app.DelayLoadedObject = function(objFunc, loadField, overrides, ...) local o; local params = {...}; local loader = { __index = function(t, key) -- load the object if it matches the load field and not yet loaded if not o and key == loadField then o = objFunc(unpack(params)); -- parent of the underlying object should correspond to the hierarchical parent of t (dlo) -- local dloParent = rawget(t, "parent"); -- app.PrintDebug("DLO:Loaded-parent:",dloParent,dloParent and dloParent.hash) rawset(o, "parent", rawget(t, "parent")); rawset(t, "__o", o); -- DLOs can now have an OnLoad function which runs here when loaded for the first time if overrides.OnLoad then overrides.OnLoad(o); end end -- override for the object local override = overrides and overrides[key]; if override ~= nil then -- overrides can also be a function which will execute once the object has been created if o and type(override) == "function" then return override(o, key); else return override; end -- existing object, then reference the respective key elseif o then return o[key]; end end, -- transfer field sets to the underlying object if the field does not have an override for the object __newindex = function(t, key, val) if o then if not overrides[key] then -- app.PrintDebug("DLO:__newindex:",o.hash,key,val) rawset(o, key, val); end elseif key == "parent" then rawset(t, key, val); end end, }; -- data is just an empty table with a loader metatable local dlo = setmetatable({__dlo=true}, loader); return dlo; end app.SetDataMember = SetDataMember; app.GetDataMember = GetDataMember; app.SetDataSubMember = SetDataSubMember; app.GetDataSubMember = GetDataSubMember; app.GetTempDataMember = GetTempDataMember; app.GetTempDataSubMember = GetTempDataSubMember; app.ReturnTrue = function() return true; end app.ReturnFalse = function() return false; end local function RoundNumber(number, decimalPlaces) local ret; if number < 60 then ret = number .. " second(s)"; else ret = (("%%.%df"):format(decimalPlaces)):format(number/60) .. " minute(s)"; end return ret; end local function formatNumericWithCommas(amount) local formatted, k = amount while true do formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2') if (k==0) then break end end return formatted end local function GetMoneyString(amount) if amount > 0 then local formatted local g,s,c = math.floor(amount / 100 / 100), math.floor((amount / 100) % 100), math.floor(amount % 100) if g > 0 then formatted = formatNumericWithCommas(g) .. "|TInterface\\MONEYFRAME\\UI-GoldIcon:0|t" end if s > 0 then formatted = (formatted or "") .. s .. "|TInterface\\MONEYFRAME\\UI-SilverIcon:0|t" end if c > 0 then formatted = (formatted or "") .. c .. "|TInterface\\MONEYFRAME\\UI-CopperIcon:0|t" end return formatted end return amount end do -- TradeSkill Functionality local tradeSkillSpecializationMap = { [202] = { -- Engineering 20219, -- Gnomish Engineering 20222 -- Goblin Engineering }, [164] = { -- Blacksmithing 9788, -- Armorsmith 9787, -- Weaponsmith }, }; local specializationTradeSkillMap = { -- Engineering Skills [20219] = 202, -- Gnomish Engineering [20222] = 202, -- Goblin Engineering -- Blacksmithing Skills [9788] = 9788, -- Armorsmith [9787] = 9787, -- Weaponsmith [17041] = 17041, -- Master Axesmith [17040] = 17040, -- Master Hammersmith [17039] = 17039, -- Master Swordsmith -- Leatherworking [10656] = 10656, -- Dragonscale Leatherworking [10658] = 10658, -- Elemental Leatherworking [10660] = 10660, -- Tribal Leatherworking -- Tailoring [26801] = 26801, -- Shadoweave Tailoring [26797] = 26797, -- Spellfire Tailoring [26798] = 26798, -- Mooncloth Tailoring }; -- Map all Skill IDs to the old Skill IDs local tradeSkillMap = { -- Alchemy Skills [171] = 171, -- Alchemy [7.3.5] [2485] = 171, -- Classic Alchemy [8.0.1] [2484] = 171, -- Outland Alchemy [8.0.1] [2483] = 171, -- Northrend Alchemy [8.0.1] [2482] = 171, -- Cataclysm Alchemy [8.0.1] [2481] = 171, -- Pandaria Alchemy [8.0.1] [2480] = 171, -- Draenor Alchemy [8.0.1] [2479] = 171, -- Legion Alchemy [8.0.1] [2478] = 171, -- Kul Tiran Alchemy [8.0.1] [2750] = 171, -- Shadowlands Alchemy [9.0.1] -- Archaeology Skills [794] = 794, -- Archaeology [7.3.5] -- Blacksmithing Skills [164] = 164, -- Blacksmithing [7.3.5] [2477] = 164, -- Classic Blacksmithing [8.0.1] [2476] = 164, -- Outland Blacksmithing [8.0.1] [2475] = 164, -- Northrend Blacksmithing [8.0.1] [2474] = 164, -- Cataclysm Blacksmithing [8.0.1] [2473] = 164, -- Pandaria Blacksmithing [8.0.1] [2472] = 164, -- Draenor Blacksmithing [8.0.1] [2454] = 164, -- Legion Blacksmithing [8.0.1] [2437] = 164, -- Kul Tiran Blacksmithing [8.0.1] [2751] = 164, -- Shadowlands Blacksmithing [9.0.1] -- Cooking Skills [185] = 185, -- Cooking [7.3.5] [975] = 185, -- Way of the Grill [976] = 185, -- Way of the Wok [977] = 185, -- Way of the Pot [978] = 185, -- Way of the Steamer [979] = 185, -- Way of the Oven [980] = 185, -- Way of the Brew [2548] = 185, -- Classic Cooking [8.0.1] [2547] = 185, -- Outland Cooking [8.0.1] [2546] = 185, -- Northrend Cooking [8.0.1] [2545] = 185, -- Cataclysm Cooking [8.0.1] [2544] = 185, -- Pandaria Cooking [8.0.1] [2543] = 185, -- Draenor Cooking [8.0.1] [2542] = 185, -- Legion Cooking [8.0.1] [2541] = 185, -- Kul Tiran Cooking [8.0.1] [2752] = 185, -- Shadowlands Cooking [9.0.1] -- Enchanting Skills [333] = 333, -- Enchanting [7.3.5] [2494] = 333, -- Classic Enchanting [8.0.1] [2493] = 333, -- Outland Enchanting [8.0.1] [2492] = 333, -- Northrend Enchanting [8.0.1] [2491] = 333, -- Cataclysm Enchanting [8.0.1] [2489] = 333, -- Pandaria Enchanting [8.0.1] [2488] = 333, -- Draenor Enchanting [8.0.1] [2487] = 333, -- Legion Enchanting [8.0.1] [2486] = 333, -- Kul Tiran Enchanting [8.0.1] [2753] = 333, -- Shadowlands Enchanting [8.0.1] -- Engineering Skills [202] = 202, -- Engineering [7.3.5] [2506] = 202, -- Classic Engineering [8.0.1] [2505] = 202, -- Outland Engineering [8.0.1] [2504] = 202, -- Northrend Engineering [8.0.1] [2503] = 202, -- Cataclysm Engineering [8.0.1] [2502] = 202, -- Pandaria Engineering [8.0.1] [2501] = 202, -- Draenor Engineering [8.0.1] [2500] = 202, -- Legion Engineering [8.0.1] [2499] = 202, -- Kul Tiran Engineering [8.0.1] [2755] = 202, -- Shadowlands Engineering [9.0.1] -- First Aid Skills [129] = 129, -- First Aid [7.3.5] [REMOVED FROM GAME] -- Fishing Skills [356] = 356, -- Fishing [7.3.5] [2592] = 356, -- Classic Fishing [8.0.1] [2591] = 356, -- Outland Fishing [8.0.1] [2590] = 356, -- Northrend Fishing [8.0.1] [2589] = 356, -- Cataclysm Fishing [8.0.1] [2588] = 356, -- Pandaria Fishing [8.0.1] [2587] = 356, -- Draenor Fishing [8.0.1] [2586] = 356, -- Legion Fishing [8.0.1] [2585] = 356, -- Kul Tiran Fishing [8.0.1] [2754] = 356, -- Shadowlands Fishing [9.0.1] -- Herbalism Skills [182] = 182, -- Herbalism [7.3.5] [2556] = 182, -- Classic Herbalism [8.0.1] [2555] = 182, -- Outland Herbalism [8.0.1] [2554] = 182, -- Northrend Herbalism [8.0.1] [2553] = 182, -- Cataclysm Herbalism [8.0.1] [2552] = 182, -- Pandaria Herbalism [8.0.1] [2551] = 182, -- Draenor Herbalism [8.0.1] [2550] = 182, -- Legion Herbalism [8.0.1] [2549] = 182, -- Kul Tiran Herbalism [8.0.1] [2760] = 182, -- Shadowlands Herbalism [9.0.1] -- Inscription Skills [773] = 773, -- Inscription [7.3.5] [2514] = 773, -- Classic Inscription [8.0.1] [2513] = 773, -- Outland Inscription [8.0.1] [2512] = 773, -- Northrend Inscription [8.0.1] [2511] = 773, -- Cataclysm Inscription [8.0.1] [2510] = 773, -- Pandaria Inscription [8.0.1] [2509] = 773, -- Draenor Inscription [8.0.1] [2508] = 773, -- Legion Inscription [8.0.1] [2507] = 773, -- Kul Tiran Inscription [8.0.1] [2756] = 773, -- Shadowlands Inscription [8.0.1] -- Jewelcrafting Skills [755] = 755, -- Jewelcrafting [7.3.5] [2524] = 755, -- Classic Jewelcrafting [8.0.1] [2523] = 755, -- Outland Jewelcrafting [8.0.1] [2522] = 755, -- Northrend Jewelcrafting [8.0.1] [2521] = 755, -- Cataclysm Jewelcrafting [8.0.1] [2520] = 755, -- Pandaria Jewelcrafting [8.0.1] [2519] = 755, -- Draenor Jewelcrafting [8.0.1] [2518] = 755, -- Legion Jewelcrafting [8.0.1] [2517] = 755, -- Kul Tiran Jewelcrafting [8.0.1] [2757] = 755, -- Shadowlands Jewelcrafting [9.0.1] -- Leatherworking Skills [165] = 165, -- Leatherworking [7.3.5] [2532] = 165, -- Classic Leatherworking [8.0.1] [2531] = 165, -- Outland Leatherworking [8.0.1] [2530] = 165, -- Northrend Leatherworking [8.0.1] [2529] = 165, -- Cataclysm Leatherworking [8.0.1] [2528] = 165, -- Pandaria Leatherworking [8.0.1] [2527] = 165, -- Draenor Leatherworking [8.0.1] [2526] = 165, -- Legion Leatherworking [8.0.1] [2525] = 165, -- Kul Tiran Leatherworking [8.0.1] [2758] = 165, -- Shadowlands Leatherworking [9.0.1] -- Mining Skills [186] = 186, -- Mining [7.3.5] [2572] = 186, -- Classic Mining [8.0.1] [2571] = 186, -- Outland Mining [8.0.1] [2570] = 186, -- Northrend Mining [8.0.1] [2569] = 186, -- Cataclysm Mining [8.0.1] [2568] = 186, -- Pandaria Mining [8.0.1] [2567] = 186, -- Draenor Mining [8.0.1] [2566] = 186, -- Legion Mining [8.0.1] [2565] = 186, -- Kul Tiran Mining [8.0.1] [2761] = 186, -- Shadowlands Mining [9.0.1] -- Skinning Skills [393] = 393, -- Skinning [7.3.5] [2564] = 393, -- Classic Skinning [8.0.1] [2563] = 393, -- Outland Skinning [8.0.1] [2562] = 393, -- Northrend Skinning [8.0.1] [2561] = 393, -- Cataclysm Skinning [8.0.1] [2560] = 393, -- Pandaria Skinning [8.0.1] [2559] = 393, -- Draenor Skinning [8.0.1] [2558] = 393, -- Legion Skinning [8.0.1] [2557] = 393, -- Kul Tiran Skinning [8.0.1] [2762] = 393, -- Shadowlands Skinning [9.0.1] -- Tailoring Skills [197] = 197, -- Tailoring [7.3.5] [2540] = 197, -- Classic Tailoring [8.0.1] [2539] = 197, -- Outland Tailoring [8.0.1] [2538] = 197, -- Northrend Tailoring [8.0.1] [2537] = 197, -- Cataclysm Tailoring [8.0.1] [2536] = 197, -- Pandaria Tailoring [8.0.1] [2535] = 197, -- Draenor Tailoring [8.0.1] [2534] = 197, -- Legion Tailoring [8.0.1] [2533] = 197, -- Kul Tiran Tailoring [8.0.1] [2759] = 197, -- Shadowlands Tailoring [9.0.1] }; local function GetBaseTradeSkillID(skillID) return tradeSkillMap[skillID] or skillID; end local function GetTradeSkillSpecialization(skillID) return tradeSkillSpecializationMap[skillID]; end app.GetTradeSkillLine = function() local profInfo = C_TradeSkillUI.GetBaseProfessionInfo(); return GetBaseTradeSkillID(profInfo.professionID); end app.GetSpecializationBaseTradeSkill = function(specializationID) return specializationTradeSkillMap[specializationID]; end -- Refreshes the known Trade Skills/Professions of the current character (app.CurrentCharacter.Professions) app.RefreshTradeSkillCache = function() local cache = app.CurrentCharacter.Professions; wipe(cache); -- "Professions" that anyone can "know" cache[2720] = true; -- Junkyard Tinkering cache[2791] = true; -- Ascension Crafting cache[2819] = true; -- Protoform Synthesis cache[2847] = true; -- Tuskarr Fishing Gear local prof1, prof2, archaeology, fishing, cooking, firstAid = GetProfessions(); for i,j in ipairs({prof1 or 0, prof2 or 0, archaeology or 0, fishing or 0, cooking or 0, firstAid or 0}) do if j ~= 0 then local prof = select(7, GetProfessionInfo(j)); cache[GetBaseTradeSkillID(prof)] = true; local specializations = GetTradeSkillSpecialization(prof); if specializations ~= nil then for _,s in pairs(specializations) do if s and app.IsSpellKnownHelper(s) then cache[s] = true; end end end end end end end -- TradeSkill Functionality -- Game Tooltip Icon local GameTooltipIcon = CreateFrame("FRAME", nil, GameTooltip); GameTooltipIcon:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0); GameTooltipIcon:SetSize(72, 72); GameTooltipIcon.icon = GameTooltipIcon:CreateTexture(nil, "ARTWORK"); GameTooltipIcon.icon:SetAllPoints(GameTooltipIcon); GameTooltipIcon.icon:Show(); GameTooltipIcon.icon.Background = GameTooltipIcon:CreateTexture(nil, "BACKGROUND"); GameTooltipIcon.icon.Background:SetAllPoints(GameTooltipIcon); GameTooltipIcon.icon.Background:Show(); GameTooltipIcon.icon.Border = GameTooltipIcon:CreateTexture(nil, "BORDER"); GameTooltipIcon.icon.Border:SetAllPoints(GameTooltipIcon); GameTooltipIcon.icon.Border:Show(); GameTooltipIcon:Hide(); -- Model is used to display the model of an NPC/Encounter. local GameTooltipModel, model, fi = CreateFrame("FRAME", "ATTGameTooltipModel", GameTooltip, BackdropTemplateMixin and "BackdropTemplate"); GameTooltipModel:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0); GameTooltipModel:SetSize(128, 128); GameTooltipModel:SetBackdrop({ bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4 } }); GameTooltipModel:SetBackdropBorderColor(1, 1, 1, 1); GameTooltipModel:SetBackdropColor(0, 0, 0, 1); GameTooltipModel.Models = {}; GameTooltipModel.Model = CreateFrame("DressUpModel", nil, GameTooltipModel); GameTooltipModel.Model:SetPoint("TOPLEFT", GameTooltipModel ,"TOPLEFT", 4, -4) GameTooltipModel.Model:SetPoint("BOTTOMRIGHT", GameTooltipModel ,"BOTTOMRIGHT", -4, 4) GameTooltipModel.Model:SetFacing(MODELFRAME_DEFAULT_ROTATION); GameTooltipModel.Model:SetScript("OnUpdate", function(self, elapsed) self:SetFacing(self:GetFacing() + elapsed); end); GameTooltipModel.Model:Hide(); for i=1,MAX_CREATURES_PER_ENCOUNTER do model = CreateFrame("DressUpModel", "ATTGameTooltipModel" .. i, GameTooltipModel); model:SetPoint("TOPLEFT", GameTooltipModel ,"TOPLEFT", 4, -4); model:SetPoint("BOTTOMRIGHT", GameTooltipModel ,"BOTTOMRIGHT", -4, 4); model:SetCamDistanceScale(1.7); model:SetDisplayInfo(987); model:SetFacing(MODELFRAME_DEFAULT_ROTATION); fi = math.floor(i / 2); model:SetPosition(fi * -0.1, (fi * (i % 2 == 0 and -1 or 1)) * ((MAX_CREATURES_PER_ENCOUNTER - i) * 0.1), fi * 0.2 - 0.3); --model:SetDepth(i); model:Hide(); tinsert(GameTooltipModel.Models, model); end GameTooltipModel.HideAllModels = function(self) for i=1,MAX_CREATURES_PER_ENCOUNTER do GameTooltipModel.Models[i]:Hide(); end GameTooltipModel.Model:Hide(); end GameTooltipModel.SetCreatureID = function(self, creatureID) GameTooltipModel.HideAllModels(self); if creatureID > 0 then self.Model:SetUnit("none"); self.Model:SetCreature(creatureID); local displayID = self.Model:GetDisplayInfo(); if not displayID then Push(app, "SetCreatureID", function() if self.lastModel == creatureID then self:SetCreatureID(creatureID); end end); end end self:Show(); end GameTooltipModel.SetRotation = function(number) GameTooltipModel.Model:SetFacing(number and ((number * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION); end GameTooltipModel.SetScale = function(number) GameTooltipModel.Model:SetCamDistanceScale(number or 1); end GameTooltipModel.TrySetDisplayInfos = function(self, reference, displayInfos) if displayInfos then local count = #displayInfos; if count > 0 then local rotation = reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION; local scale = reference.modelScale or 1; if count > 1 then count = math.min(count, MAX_CREATURES_PER_ENCOUNTER); local ratio = count / MAX_CREATURES_PER_ENCOUNTER; if count < 3 then for i=1,count do model = self.Models[i]; model:SetDisplayInfo(displayInfos[i]); model:SetCamDistanceScale(scale); model:SetFacing(rotation); model:SetPosition(0, (i % 2 == 0 and 0.5 or -0.5), 0); model:Show(); end else scale = (1 + (ratio * 0.5)) * scale; for i=1,count do model = self.Models[i]; model:SetDisplayInfo(displayInfos[i]); model:SetCamDistanceScale(scale); model:SetFacing(rotation); fi = math.floor(i / 2); model:SetPosition(fi * -0.1, (fi * (i % 2 == 0 and -1 or 1)) * ((MAX_CREATURES_PER_ENCOUNTER - i) * 0.1), fi * 0.2 - (ratio * 0.15)); model:Show(); end end else self.Model:SetFacing(rotation); self.Model:SetCamDistanceScale(scale); self.Model:SetDisplayInfo(displayInfos[1]); self.Model:Show(); end self:Show(); return true; end end end -- Attempts to return the displayID for the data, or every displayID if 'all' is specified local function GetDisplayID(data, all) -- don't create a displayID for groups with a sourceID/itemID already if data.s or data.itemID or data.difficultyID then return; end if all then local displayInfo, _ = {}; -- specific displayID _ = data.displayID; if _ then tinsert(displayInfo, _); rawset(data,"displayInfo",displayInfo); return displayInfo; end -- specific creatureID for displayID _ = data.creatureID and app.NPCDisplayIDFromID[data.creatureID]; if _ then tinsert(displayInfo, _); rawset(data,"displayInfo",displayInfo); return displayInfo; end -- loop through "n" providers if data.providers then for k,v in pairs(data.providers) do -- if one of the providers is an NPC, we should show its texture regardless of other providers if v[1] == "n" then _ = v[2] and app.NPCDisplayIDFromID[v[2]]; if _ then tinsert(displayInfo, _); end end end end if displayInfo[1] then rawset(data,"displayInfo",displayInfo); return displayInfo; end -- for quest givers if data.qgs then for k,v in pairs(data.qgs) do _ = v and app.NPCDisplayIDFromID[v]; if _ then tinsert(displayInfo, _); end end end if displayInfo[1] then rawset(data,"displayInfo",displayInfo); return displayInfo; end -- otherwise use the attached crs if so if data.crs then for k,v in pairs(data.crs) do _ = v and app.NPCDisplayIDFromID[v]; if _ then tinsert(displayInfo, _); end end end if displayInfo[1] then rawset(data,"displayInfo",displayInfo); return displayInfo; end else -- specific displayID local _ = data.displayID or data.fetchedDisplayID; if _ then return _; end -- specific creatureID for displayID _ = data.creatureID and app.NPCDisplayIDFromID[data.creatureID]; if _ then rawset(data,"fetchedDisplayID",_); return _; end -- loop through "n" providers if data.providers then for k,v in pairs(data.providers) do -- if one of the providers is an NPC, we should show its texture regardless of other providers if v[1] == "n" then _ = v[2] and app.NPCDisplayIDFromID[v[2]]; if _ then rawset(data,"fetchedDisplayID",_); return _; end end end end -- for quest givers if data.qgs then for k,v in pairs(data.qgs) do _ = v and app.NPCDisplayIDFromID[v]; if _ then rawset(data,"fetchedDisplayID",_); return _; end end end -- otherwise use the attached crs if so if data.crs then for k,v in pairs(data.crs) do _ = v and app.NPCDisplayIDFromID[v]; if _ then rawset(data,"fetchedDisplayID",_); return _; end end end end end GameTooltipModel.TrySetModel = function(self, reference) GameTooltipModel.HideAllModels(self); if app.Settings:GetTooltipSetting("Models") then self.lastModel = reference; local displayInfos = reference.displayInfo or GetDisplayID(reference, true); if GameTooltipModel.TrySetDisplayInfos(self, reference, displayInfos) then return true; end if reference.displayID then self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION); self.Model:SetCamDistanceScale(reference.modelScale or 1); self.Model:SetDisplayInfo(reference.displayID); self.Model:Show(); self:Show(); return true; elseif reference.modelID then self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION); self.Model:SetCamDistanceScale(reference.modelScale or 1); self.Model:SetDisplayInfo(reference.modelID); self.Model:Show(); self:Show(); return true; elseif reference.unit and not reference.icon then self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION); self.Model:SetCamDistanceScale(reference.modelScale or 1); self.Model:SetUnit(reference.unit); self.Model:Show(); self:Show(); end if reference.s and reference.artifactID then -- TODO: would be cool if this showed for all sourceID's, but it seems to be random which items show a model from the visualID local sourceInfo = C_TransmogCollection_GetSourceInfo(reference.s); if sourceInfo and sourceInfo.visualID then self.Model:SetCamDistanceScale(0.8); self.Model:SetItemAppearance(sourceInfo.visualID); self.Model:Show(); self:Show(); return true; end end local modelID = tonumber(reference.model); if modelID and modelID > 0 then self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION); self.Model:SetCamDistanceScale(reference.modelScale or 1); self.Model:SetUnit("none"); self.Model:SetModel(modelID); self.Model:Show(); self:Show(); return true; elseif reference.creatureID and reference.creatureID > 0 then self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION); self.Model:SetCamDistanceScale(reference.modelScale or 1); self:SetCreatureID(reference.creatureID); self.Model:Show(); return true; end if reference.atlas then GameTooltipIcon:SetSize(64,64); GameTooltipIcon.icon:SetAtlas(reference.atlas); GameTooltipIcon:Show(); if reference["atlas-background"] then GameTooltipIcon.icon.Background:SetAtlas(reference["atlas-background"]); GameTooltipIcon.icon.Background:Show(); end if reference["atlas-border"] then GameTooltipIcon.icon.Border:SetAtlas(reference["atlas-border"]); GameTooltipIcon.icon.Border:Show(); if reference["atlas-color"] then local swatches = reference["atlas-color"]; GameTooltipIcon.icon.Border:SetVertexColor(swatches[1], swatches[2], swatches[3], swatches[4] or 1.0); else GameTooltipIcon.icon.Border:SetVertexColor(1, 1, 1, 1.0); end end return true; end end end GameTooltipModel:Hide(); app.AlwaysShowUpdate = function(data) data.visible = true; return true; end app.AlwaysShowUpdateWithoutReturn = function(data) data.visible = true; end -- Screenshot function app:TakeScreenShot(type) if app.Settings:GetTooltipSetting("Screenshot") and (not type or app.Settings:Get("Thing:"..type)) then Screenshot(); end end -- audio lib app.SoundDelays = {}; function app:PlayCompleteSound() if app.Settings:GetTooltipSetting("Celebrate") then app:PlayAudio(app.Settings.AUDIO_COMPLETE_TABLE, "Complete"); end end function app:PlayFanfare() if app.Settings:GetTooltipSetting("Celebrate") then app:PlayAudio(app.Settings.AUDIO_FANFARE_TABLE, "Celebrate"); end end function app:PlayRareFindSound() if app.Settings:GetTooltipSetting("Celebrate") then app:PlayAudio(app.Settings.AUDIO_RAREFIND_TABLE, "RareFind"); end end function app:PlayRemoveSound() if app.Settings:GetTooltipSetting("Warn:Removed") then app:PlayAudio(app.Settings.AUDIO_REMOVE_TABLE, "Removed"); end end function app:PlayReportSound() if app.Settings:GetTooltipSetting("Warn:Removed") or app.Settings:GetTooltipSetting("Celebrate") then app:PlayAudio(app.Settings.AUDIO_REPORT_TABLE, "Report"); end end function app:PlayAudio(targetAudio, delay) if targetAudio and type(targetAudio) == "table" then -- Don't spam the users. It's nice sometimes, but let's put a delay of at least 1 second on there. local now = time(); if (app.SoundDelays[delay] or 0) < now then app.SoundDelays[delay] = now + 1; local id = math.random(1, #targetAudio); if targetAudio[id] then PlaySoundFile(targetAudio[id], app.Settings:GetTooltipSetting("Channel")); end end end end -- Color Lib local GetProgressColor, Colorize, RGBToHex; local function HexToARGB(hex) return tonumber("0x"..hex:sub(1,2)), tonumber("0x"..hex:sub(3,4)), tonumber("0x"..hex:sub(5,6)), tonumber("0x"..hex:sub(7,8)); end local function HexToRGB(hex) return tonumber("0x"..hex:sub(1,2)) / 255, tonumber("0x"..hex:sub(3,4)) / 255, tonumber("0x"..hex:sub(5,6)) / 255; end (function() local RAID_CLASS_COLORS = RAID_CLASS_COLORS; local Alliance, Horde = Enum.FlightPathFaction.Alliance, Enum.FlightPathFaction.Horde; -- Color AARRGGBB values used throughout ATT app.Colors = { ["Raid"] = "ffff8000", ["SourceIgnored"] = "ffd15517", ["Locked"] = "ff7f40bf", ["LockedWarning"] = "ffd15517", ["Horde"] = "ffcc6666", ["Alliance"] = "ff407fbf", ["Completed"] = "ff15abff", ["ChatLinkError"] = "ffff5c6c", ["ChatLinkHQT"] = "ff7aff92", ["ChatLink"] = "ff149bfd", ["TooltipDescription"] = "ff66ccff", ["TooltipLore"] = "ff42a7eb", ["DefaultDifficulty"] = "ff1eff00", ["RemovedWithPatch"] = "ffffaaaa", ["AddedWithPatch"] = "ffaaffaa", }; Colorize = function(str, color) return "|c" .. color .. str .. "|r"; end RGBToHex = function(r, g, b) return sformat("ff%02x%02x%02x", r <= 255 and r >= 0 and r or 0, g <= 255 and g >= 0 and g or 0, b <= 255 and b >= 0 and b or 0); end -- Attempts to determine the colorized text for a given Group app.TryColorizeName = function(group, name) if not name or name == RETRIEVING_DATA then return name; end -- raid headers if group.isRaid then return Colorize(name, app.Colors.Raid); -- groups which are ignored for progress elseif group.sourceIgnored then return Colorize(name, app.Colors.SourceIgnored); -- faction rep status elseif group.factionID and group.standing then return app.GetCurrentFactionStandingText(group.factionID, group.standing, name); -- locked/breadcrumb things elseif group.locked or group.isBreadcrumb then return Colorize(name, app.Colors.Locked); -- if people REALLY only want to see colors in account/debug then we can comment this in elseif app.Settings:GetTooltipSetting("UseMoreColors") --and (app.MODE_ACCOUNT or app.MODE_DEBUG) then -- class color if group.classID then return Colorize(name, RAID_CLASS_COLORS[select(2, GetClassInfo(group.classID))].colorStr); elseif group.c and #group.c == 1 then return Colorize(name, RAID_CLASS_COLORS[select(2, GetClassInfo(group.c[1]))].colorStr); -- faction colors elseif group.r then -- red for Horde if group.r == Horde then return Colorize(name, app.Colors.Horde); -- blue for Alliance elseif group.r == Alliance then return Colorize(name, app.Colors.Alliance); end -- specific races elseif group.races then local hrace = containsAny(group.races, HORDE_ONLY); local arace = containsAny(group.races, ALLIANCE_ONLY); if hrace and not arace then -- this group requires a horde-only race, and not any alliance race return Colorize(name, app.Colors.Horde); elseif arace and not hrace then -- this group requires a alliance-only race, and not any horde race return Colorize(name, app.Colors.Alliance); end -- un-acquirable color -- grey color for things which are otherwise not available to the current character (would only show in account mode due to filtering) elseif not app.CurrentCharacterFilters(group) then return Colorize(name, "ff808080"); end end return name; end local CS = CreateFrame("ColorSelect", nil, app._); CS:Hide(); local function ConvertColorRgbToHsv(r, g, b) CS:SetColorRGB(r, g, b); local h,s,v = CS:GetColorHSV() return {h=h,s=s,v=v} end local red, green = ConvertColorRgbToHsv(1,0,0), ConvertColorRgbToHsv(0,1,0); local abs, floor = abs, floor; local progress_colors = setmetatable({[1] = app.Colors.Completed}, { __index = function(t, p) local h; p = tonumber(p); if abs(red.h - green.h) > 180 then local angle = (360 - abs(red.h - green.h)) * p; if red.h < green.h then h = floor(red.h - angle); if h < 0 then h = 360 + h end else h = floor(red.h + angle); if h > 360 then h = h - 360 end end else h = floor(red.h-(red.h-green.h)*p) end CS:SetColorHSV(h, red.s-(red.s-green.s)*p, red.v-(red.v-green.v)*p); local r,g,b = CS:GetColorRGB(); local color = RGBToHex(r * 255, g * 255, b * 255); rawset(t, p, color); return color; end }); GetProgressColor = function(p) return progress_colors[p]; end end)(); local function GetNumberWithZeros(number, desiredLength) if desiredLength > 0 then local str = tostring(number); local length = string.len(str); local pos = string.find(str,"[.]"); if not pos then str = str .. "."; for i=desiredLength,1,-1 do str = str .. "0"; end else local totalExtra = desiredLength - (length - pos); for i=totalExtra,1,-1 do str = str .. "0"; end if totalExtra < 1 then str = string.sub(str, 1, pos + desiredLength); end end return str; else return tostring(floor(number)); end end local function GetProgressTextDefault(progress, total) return tostring(progress or 0) .. " / " .. tostring(total); end local function GetProgressTextRemaining(progress, total) return tostring((total or 0) - (progress or 0)); end local function GetProgressPercent(progress, total) local percent = (progress or 0) / total; return percent, app.Settings:GetTooltipSetting("Show:Percentage") and (" (" .. GetNumberWithZeros(percent * 100, app.Settings:GetTooltipSetting("Precision")) .. "%)"); end local function GetProgressColorText(progress, total) if total and total > 0 then local percent, percentText = GetProgressPercent(progress, total); return "|c" .. GetProgressColor(percent) .. app.GetProgressText(progress, total) .. (percentText or " ") .. "|r"; end end local function GetCollectionIcon(state) return L[(state and (state == 2 and "COLLECTED_APPEARANCE_ICON" or "COLLECTED_ICON")) or "NOT_COLLECTED_ICON"]; end local function GetCollectionText(state) return L[(state and (state == 2 and "COLLECTED_APPEARANCE" or "COLLECTED")) or "NOT_COLLECTED"]; end local function GetCompletionIcon(state) return L[state and "COMPLETE_ICON" or "INCOMPLETE_ICON"]; end local function GetCompletionText(state) return L[(state == 2 and "COMPLETE_OTHER") or (state and "COMPLETE") or "INCOMPLETE"]; end local function GetStateIcon(data, iconOnly) if data.collectible then return iconOnly and GetCollectionIcon(data.collected) or GetCollectionText(data.collected); elseif data.trackable then local saved = data.saved; -- only show if the data is saved, or is not repeatable if saved or not rawget(data, "repeatable") then return iconOnly and GetCompletionIcon(saved) or GetCompletionText(saved); end end end local function GetProgressTextForRow(data) local total = data.total; local isCollectible = data.collectible; local isContainer = total and (total > 1 or (total > 0 and not isCollectible)); local stateIcon = GetStateIcon(data, true); if isContainer then -- Uncollected Collectible (show uncollected icon & container info) if isCollectible and not data.collected then return GetCollectionIcon().." "..GetProgressColorText(data.progress or 0, total); end -- Cost & Progress (show cost icon & container info) if data.filledCost then return L["COST_ICON"].." "..GetProgressColorText(data.progress or 0, total); end local costTotal = data.costTotal; local isCost = costTotal and costTotal > 0; -- Cost (show cost icon) if isCost then return L["COST_ICON"]; end -- Progress Only return GetProgressColorText(data.progress or 0, total); elseif stateIcon then return stateIcon; elseif data.visible then if data.count then return (data.count .. "x"); end if data.g and not data.expanded and #data.g > 0 then return "+++"; end return "---"; end end local function GetProgressTextForTooltip(data, iconOnly) local total = data.total; local isCollectible = data.collectible; local isContainer = total and (total > 1 or (total > 0 and not isCollectible)); local stateText = GetStateIcon(data, iconOnly); if isContainer then -- Uncollected Collectible (show uncollected state & container info) if isCollectible and not data.collected then if stateText then -- this should be the case 100% of the time, unless a Type defines 'collectible' without 'collected' return stateText.." "..GetProgressColorText(data.progress or 0, total); else return GetProgressColorText(data.progress or 0, total); end end -- Cost & Progress (show cost icon & container info) if data.filledCost then if stateText then return stateText.." "..L["COST_TEXT"].." "..GetProgressColorText(data.progress or 0, total); else return L["COST_TEXT"].." "..GetProgressColorText(data.progress or 0, total); end end local costTotal = data.costTotal; local isCost = costTotal and costTotal > 0; -- Cost (show cost icon) if isCost then if stateText then return stateText.." "..L["COST_TEXT"]; else return L["COST_TEXT"]; end end -- Progress Only if stateText then return stateText.." "..GetProgressColorText(data.progress or 0, total); else return GetProgressColorText(data.progress or 0, total); end end return stateText; end local function GetAddedWithPatchString(awp) if awp then awp = tonumber(awp); return sformat(L["ADDED_WITH_PATCH_FORMAT"], math.floor(awp / 10000) .. "." .. (math.floor(awp / 100) % 10) .. "." .. (awp % 10)); end end local function GetRemovedWithPatchString(rwp) rwp = tonumber(rwp); if rwp then return sformat(L["REMOVED_WITH_PATCH_FORMAT"], math.floor(rwp / 10000).."."..(math.floor(rwp / 100) % 10).."."..(rwp % 10)); end end app.GetProgressText = GetProgressTextDefault; app.GetProgressTextDefault = GetProgressTextDefault; app.GetProgressTextRemaining = GetProgressTextRemaining; -- Source ID Harvesting Lib local DressUpModel = CreateFrame('DressUpModel'); local inventorySlotsMap = { -- Taken directly from CanIMogIt (Thanks!) ["INVTYPE_HEAD"] = {1}, ["INVTYPE_NECK"] = {2}, ["INVTYPE_SHOULDER"] = {3}, ["INVTYPE_BODY"] = {4}, ["INVTYPE_CHEST"] = {5}, ["INVTYPE_ROBE"] = {5}, ["INVTYPE_WAIST"] = {6}, ["INVTYPE_LEGS"] = {7}, ["INVTYPE_FEET"] = {8}, ["INVTYPE_WRIST"] = {9}, ["INVTYPE_HAND"] = {10}, ["INVTYPE_RING"] = {11}, ["INVTYPE_TRINKET"] = {12}, ["INVTYPE_CLOAK"] = {15}, ["INVTYPE_WEAPON"] = {16, 17}, ["INVTYPE_SHIELD"] = {17}, ["INVTYPE_2HWEAPON"] = {16, 17}, ["INVTYPE_WEAPONMAINHAND"] = {16}, ["INVTYPE_RANGED"] = {16}, ["INVTYPE_RANGEDRIGHT"] = {16}, ["INVTYPE_WEAPONOFFHAND"] = {17}, ["INVTYPE_HOLDABLE"] = {17}, ["INVTYPE_TABARD"] = {19}, }; local function BuildGroups(parent, g) g = g or parent.g; if g then -- Iterate through the groups for _,group in ipairs(g) do -- Set the group's parent group.parent = parent; group.indent = nil; group.back = nil; BuildGroups(group); end end end local function BuildSourceText(group, l) local parent = group.sourceParent or group.parent; if parent then -- From ATT-Classic .. needs some modification to handle Retail source depths -- if not group.itemID and (parent.key == "filterID" or parent.key == "spellID" or ((parent.headerID or (parent.spellID and group.categoryID)) -- and ((parent.headerID == -2 or parent.headerID == -17 or parent.headerID == -7) or (parent.parent and parent.parent.parent)))) then -- return BuildSourceText(parent.sourceParent or parent.parent, 5) .. DESCRIPTION_SEPARATOR .. (group.text or RETRIEVING_DATA) .. " (" .. (parent.text or RETRIEVING_DATA) .. ")"; -- end -- if group.headerID then -- if group.headerID == 0 then -- if group.crs and #group.crs == 1 then -- return BuildSourceText(parent, l + 1) .. DESCRIPTION_SEPARATOR .. (app.NPCNameFromID[group.crs[1]] or RETRIEVING_DATA) .. " (Drop)"; -- end -- return BuildSourceText(parent, l + 1) .. DESCRIPTION_SEPARATOR .. (group.text or RETRIEVING_DATA); -- end -- if parent.parent then -- return BuildSourceText(parent, l + 1) .. DESCRIPTION_SEPARATOR .. (group.text or RETRIEVING_DATA); -- end -- end -- if parent.key == "categoryID" or group.key == "filterID" or group.key == "spellID" or group.key == "encounterID" or (parent.key == "mapID" and group.key == "npcID") then -- return BuildSourceText(parent, 5) .. DESCRIPTION_SEPARATOR .. (group.text or RETRIEVING_DATA); -- end if l < 1 then return BuildSourceText(parent, l + 1); else return BuildSourceText(parent, l + 1) .. " > " .. (group.text or RETRIEVING_DATA); end end return group.text or RETRIEVING_DATA; end local function BuildSourceTextForChat(group, l) if group.sourceParent or group.parent then if l < 1 then return BuildSourceTextForChat(group.sourceParent or group.parent, l + 1); else return BuildSourceTextForChat(group.sourceParent or group.parent, l + 1) .. " > " .. (group.text or "*"); end end return "ATT"; end local function BuildSourceTextForTSM(group, l) if group.sourceParent or group.parent then if l < 1 or not group.text then return BuildSourceTextForTSM(group.sourceParent or group.parent, l + 1); else return BuildSourceTextForTSM(group.sourceParent or group.parent, l + 1) .. "`" .. group.text; end end return L["TITLE"]; end -- Fields which are dynamic or pertain only to the specific ATT window and should never merge automatically app.MergeSkipFields = { -- true -> never ["expanded"] = true, ["indent"] = true, ["g"] = true, ["progress"] = true, ["total"] = true, ["visible"] = true, ["modItemID"] = true, ["rawlink"] = true, -- 1 -> only when cloning ["u"] = 1, ["pvp"] = 1, ["pb"] = 1, ["requireSkill"] = 1, ["sourceIgnored"] = 1, }; -- Fields on a Thing which are specific to where the Thing is Sourced or displayed in a ATT window app.SourceSpecificFields = { -- Returns the 'most obtainable' unobtainable value from the provided set of unobtainable values ["u"] = function(...) -- print("GetMostObtainableValue:") local vals, max, check, new = {...}, -1; -- app.PrintTable(vals) local reasons = L["UNOBTAINABLE_ITEM_REASONS"]; local record; for _,u in pairs(vals) do -- missing u value means NOT unobtainable if not u then return; end record = reasons[u]; if record then check = record[1]; else -- otherwise it's an invalid unobtainable filter app.print("Invalid Unobtainable Filter:",u); return; end -- track the highest unobtainable value, which is the most obtainable (according to UNOBTAINABLE_ITEM_TEXTURES) if check > max then new = u; max = check; end end -- print("new:",new) return new; end, -- Returns the 'highest' Removed with Patch value from the provided set of `rwp` values ["rwp"] = function(...) local vals, max = {...}, -1; for _,rwp in pairs(vals) do -- missing rwp value means NOT removed if not rwp then return; end -- track the highest rwp value, which is the furthest-future patch if rwp > max then max = rwp; end end -- print("max:",max) return max; end, -- Simple boolean ["pvp"] = true, ["pb"] = true, ["requireSkill"] = true, }; -- Merges the properties of the t group into the g group, making sure not to alter the filterability of the group. -- Additionally can specify that the object is being cloned so as to skip special merge restrictions local function MergeProperties(g, t, noReplace, clone) if g and t then local skips = app.MergeSkipFields; if noReplace then for k,v in pairs(t) do -- certain keys should never transfer to the merge group directly if k == "parent" then if not rawget(g, "sourceParent") then rawset(g, "sourceParent", v); end elseif not skips[k] then if not rawget(g, k) then rawset(g, k, v); end end end elseif clone then for k,v in pairs(t) do -- certain keys should never transfer to the merge group directly if k == "parent" then if not rawget(g, "sourceParent") then rawset(g, "sourceParent", v); end elseif skips[k] ~= true then rawset(g, k, v); end end else for k,v in pairs(t) do -- certain keys should never transfer to the merge group directly if k == "parent" then if not rawget(g, "sourceParent") then rawset(g, "sourceParent", v); end elseif not skips[k] then rawset(g, k, v); end end end -- custom special logic for fields which need to represent the commonality between all Sources of a group -- loop through specific fields for custom logic -- initial creation of a g object, has no key if not g.key then for k,_ in pairs(app.SourceSpecificFields) do g[k] = t[k]; end else local gk, tk; for k,f in pairs(app.SourceSpecificFields) do -- existing is set gk = g[k]; if gk then tk = t[k]; -- no value on merger if not tk then -- print("remove",k,gk,tk) g[k] = nil; elseif f and type(f) == "function" then -- two different values with a compare function -- print("compare",k,gk,tk) g[k] = f(gk, tk); -- print("result",gk) end end end end -- only copy metatable to g if another hasn't been set already if not getmetatable(g) and getmetatable(t) then setmetatable(g, getmetatable(t)); end end end -- The base logic for turning a Table of data into an 'object' that provides dynamic information concerning the type of object which was identified -- based on the priority of possible key values local function CreateObject(t, rootOnly) if not t then return {}; end -- already an object, so need to create a new instance of the same data if t.key then local s = {}; -- app.PrintDebug("CreateObject from key via merge",t.key,t[t.key], t, s); MergeProperties(s, t, nil, true); -- include the raw g since it will be replaced at the end with new objects s.g = t.g; t = s; -- app.PrintDebug("Merge done",s.key,s[s.key], t, s); -- is it an array of raw datas which needs to be turned into ana rray of usable objects elseif t[1] then local s = {}; -- array -- if app.DEBUG_PRINT then print("CreateObject on array",#t); end for _,o in ipairs(t) do tinsert(s, CreateObject(o, rootOnly)); end return s; -- use the highest-priority piece of data which exists in the table to turn it into an object else if t.mapID then t = app.CreateMap(t.mapID, t); elseif t.s then t = app.CreateItemSource(t.s, t.itemID, t); elseif t.encounterID then t = app.CreateEncounter(t.encounterID, t); elseif t.instanceID then t = app.CreateInstance(t.instanceID, t); elseif t.currencyID then t = app.CreateCurrencyClass(t.currencyID, t); elseif t.speciesID then t = app.CreateSpecies(t.speciesID, t); elseif t.objectID then t = app.CreateObject(t.objectID, t); elseif t.followerID then t = app.CreateFollower(t.followerID, t); elseif t.illusionID then t = app.CreateIllusion(t.illusionID, t); elseif t.professionID then t = app.CreateProfession(t.professionID, t); elseif t.categoryID then t = app.CreateCategory(t.categoryID, t); elseif t.criteriaID then t = app.CreateAchievementCriteria(t.criteriaID, t); elseif t.achID or t.achievementID then t = app.CreateAchievement(t.achID or t.achievementID, t); elseif t.recipeID then t = app.CreateRecipe(t.recipeID, t); elseif t.itemID then if t.isToy then t = app.CreateToy(t.itemID, t); elseif t.runeforgePowerID then t = app.CreateRuneforgeLegendary(t.runeforgePowerID, t); elseif t.conduitID then t = app.CreateConduit(t.conduitID, t); else t = app.CreateItem(t.itemID, t); end elseif t.npcID or t.creatureID then t = app.CreateNPC(t.npcID or t.creatureID, t); elseif t.questID then if t.isVignette then t = app.CreateVignette(t.questID, t); else t = app.CreateQuest(t.questID, t); end -- Non-Thing groups elseif t.classID then t = app.CreateCharacterClass(t.classID, t); elseif t.headerID then t = app.CreateNPC(t.headerID, t); elseif t.tierID then t = app.CreateTier(t.tierID, t); elseif t.unit then t = app.CreateUnit(t.unit, t); elseif t.difficultyID then t = app.CreateDifficulty(t.difficultyID, t); elseif t.spellID then t = app.CreateSpell(t.spellID, t); else -- if app.DEBUG_PRINT then print("CreateObject by value, no specific object type"); app.PrintTable(t); end if rootOnly then -- shallow copy the root table only, since using t as a metatable will allow .g to exist still on the table -- app.PrintDebug("rootOnly copy of",t.text) local s = {}; for k,v in pairs(t) do s[k] = v; end t = s; else -- app.PrintDebug("metatable copy of",t.text) t = setmetatable({}, { __index = t }); end end end -- allows for copying an object without all of the sub-groups if rootOnly then t.g = nil; end -- if app.DEBUG_PRINT then print("CreateObject key/value",t.key,t[t.key]); end -- if g, then replace each object in all sub groups with an object version of the table if t.g then local sourceg = t.g; t.g = {}; -- if app.DEBUG_PRINT then print("CreateObject for sub-groups of",t.key,t[t.key]); end for i,o in pairs(sourceg) do t.g[i] = CreateObject(o); end end return t; end -- Clones the data and attempts to create all sub-groups into cloned objects as well local function CloneData(data) return CreateObject(data); end local function RawCloneData(data, clone) clone = clone or {}; for key,value in pairs(data) do if not clone[key] then rawset(clone, key, value); end end -- maybe better solution at another time? clone.__type = nil; clone.__index = nil; return clone; end (function() local GetSlotForInventoryType = C_Transmog.GetSlotForInventoryType; app.SlotByInventoryType = setmetatable({}, { __index = function(t, key) local slot = GetSlotForInventoryType(key); rawset(t, key, slot); return slot; end }) end)(); local function GetSourceID(itemLink) if C_Item_IsDressableItemByID(itemLink) then -- Updated function courtesy of CanIMogIt, Thanks AmiYuy and Team! :D local sourceID = select(2, C_TransmogCollection_GetItemInfo(itemLink)); if sourceID then return sourceID, true; end -- if app.DEBUG_PRINT then print("Failed to directly retrieve SourceID",itemLink) end local itemID, _, _, slotName = GetItemInfoInstant(itemLink); if slotName then local slots = inventorySlotsMap[slotName]; if slots then DressUpModel:SetUnit('player'); DressUpModel:Undress(); for _,slot in pairs(slots) do DressUpModel:TryOn(itemLink, slot); local tmogInfo = DressUpModel:GetItemTransmogInfo(slot); -- print("SlotInfo",slot) -- app.PrintTable(tmogInfo) local sourceID = tmogInfo and tmogInfo.appearanceID; if sourceID and sourceID ~= 0 then -- Added 5/4/2018 - Account for DressUpModel lag... sigh local sourceItemLink = select(6, C_TransmogCollection_GetAppearanceSourceInfo(sourceID)); -- print("SourceID from DressUpModel",sourceID,sourceItemLink) if sourceItemLink and tonumber(sourceItemLink:match("item:(%d+)")) == itemID then return sourceID, true; end end end end end return nil, true; end return nil, false; end -- verifies that an item group either has no sourceID or that its sourceID matches what the in-game API returns -- based on the itemID and modID of the item local function VerifySourceID(item) -- ignore things which arent items if not item.itemID then return true; end -- no source at all, try to get it if not item.s or item.s == 0 then return; end -- unobtainable item, don't change the sourceID if item.u then return true; end local sourceInfo = C_TransmogCollection_GetSourceInfo(item.s); -- no source info or no item for the source -- ignore this, maybe blizz removed a sourceID that we tracked in the past...? if not sourceInfo or not sourceInfo.itemID then print("Invalid SourceID",item.itemID,item.modID,item.s); return; end -- item for the source is different than the current item if sourceInfo.itemID and sourceInfo.itemID ~= item.itemID then print("Inaccurate SourceID",item.itemID,item.modID,item.s,"=>",sourceInfo.itemID,sourceInfo.itemModID); return; end -- check that the group's itemlink still returns the same sourceID as saved in the group if item.link and not item.retries then -- quality below UNCOMMON means no source if item.q and item.q < 2 then return true; end local linkInfoSourceID = GetSourceID(item.link); if linkInfoSourceID and linkInfoSourceID ~= item.s then print("Mismatched SourceID",item.link,item.s,"=>",linkInfoSourceID); return; end -- item has not pulled its link yet, so include it for re-sourcing anyway elseif item.retries then return; end -- at this point the game source information matches the information for this item group return true; end -- Attempts to determine an ItemLink which will return the provided SourceID app.DetermineItemLink = function(sourceID) local link; local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID); local itemID = sourceInfo and sourceInfo.itemID; if not itemID then -- app.print("Could not generate Item Link for",sourceID,"(No Source Info from Blizzard)"); return; end local checkID, found; local itemFormat = "item:"..itemID; -- Check Raw Item link = itemFormat; checkID, found = GetSourceID(link); if found and checkID == sourceID then return link; end -- Check ModIDs -- bonusID 3524 seems to imply "use ModID to determine SourceID" since without it, everything with ModID resolves as the base SourceID from links itemFormat = "item:"..itemID..":::::::::::%d:1:3524"; -- /dump AllTheThings.GetSourceID("item:188859:::::::::::5:1:3524") for m=1,99,1 do link = sformat(itemFormat, m); checkID, found = GetSourceID(link); -- print(link,checkID,found) if found and checkID == sourceID then return link; end end -- Check BonusIDs itemFormat = "item:"..itemID.."::::::::::::1:%d"; for b=1,9999,1 do link = sformat(itemFormat, b); checkID, found = GetSourceID(link); -- print(link,checkID,found) if found and checkID == sourceID then return link; end end -- app.print("Could not generate Item Link for",sourceID,"(No ModID or BonusID match)"); end app.IsComplete = function(o) if o.total and o.total > 0 then return o.total == o.progress; end if o.collectible then return o.collected; end if o.trackable then return o.saved; end return true; end app.GetSourceID = GetSourceID; app.MaximumItemInfoRetries = 400; local function GetUnobtainableTexture(groupORu) -- old reasons are set to 0, so use 1 instead -- if unobtainable stuff changes again, this logic may need to adjust local isTable = type(groupORu) == "table"; local u = isTable and groupORu.u or groupORu; -- non-unobtainable group if not u then return; end -- non-NYI item or spell which is BoE and not a holiday (u<1000), use green dot if isTable and (groupORu.itemID or groupORu.spellID) and u > 1 and u < 1000 and not app.IsBoP(groupORu) then u = 3; else local record = L["UNOBTAINABLE_ITEM_REASONS"][u]; if record then u = record[1]; else -- otherwise it's an invalid unobtainable filter app.print("Invalid Unobtainable Filter:",u); return; end end -- found an unobtainable record, so grab the texture index [1] return L["UNOBTAINABLE_ITEM_TEXTURES"][u or 0]; end -- Returns an applicable Indicator Icon Texture for the specific group if one can be determined app.GetIndicatorIcon = function(group) if group.trackable and group.saved then if group.parent and group.parent.locks or group.repeatable then return app.asset("known"); else return app.asset("known_green"); end else local asset = group.indicatorIcon; if asset then return app.asset(asset); elseif group.u then asset = GetUnobtainableTexture(group); if asset then return asset; end end end end local function SetIndicatorIcon(self, data) local texture = app.GetIndicatorIcon(data); if texture then self:SetTexture(texture); return true; end end local function SetPortraitIcon(self, data) local displayID = GetDisplayID(data); if displayID then SetPortraitTextureFromDisplayID(self, displayID); self:SetTexCoord(0, 1, 0, 1); return true; elseif data.unit and not data.icon then SetPortraitTexture(self, data.unit); self:SetTexCoord(0, 1, 0, 1); return true; end -- Fallback to a traditional icon. if data.atlas then self:SetAtlas(data.atlas); self:SetTexCoord(0, 1, 0, 1); if data["atlas-background"] then self.Background:SetAtlas(data["atlas-background"]); self.Background:SetWidth(self:GetHeight()); self.Background:Show(); end if data["atlas-border"] then self.Border:SetAtlas(data["atlas-border"]); self.Border:SetWidth(self:GetHeight()); self.Border:Show(); if data["atlas-color"] then local swatches = data["atlas-color"]; self.Border:SetVertexColor(swatches[1], swatches[2], swatches[3], swatches[4] or 1.0); else self.Border:SetVertexColor(1, 1, 1, 1.0); end end return true; elseif data.icon then self:SetTexture(data.icon); local texcoord = data.texcoord; if texcoord then self:SetTexCoord(texcoord[1], texcoord[2], texcoord[3], texcoord[4]); else self:SetTexCoord(0, 1, 0, 1); end return true; end end local function GetRelativeDifficulty(group, difficultyID) if group then if group.difficultyID then if group.difficultyID == difficultyID then return true; end if group.difficulties then for i, difficulty in ipairs(group.difficulties) do if difficulty == difficultyID then return true; end end end return false; end if group.parent then return GetRelativeDifficulty(group.sourceParent or group.parent, difficultyID); else return true; end end end local function GetRelativeMap(group, currentMapID) if group then return group.mapID or (group.maps and (contains(group.maps, currentMapID) and currentMapID or group.maps[1])) or GetRelativeMap(group.sourceParent or group.parent, currentMapID); end return currentMapID; end local function GetRelativeField(group, field, value) if group then return group[field] == value or GetRelativeField(group.sourceParent or group.parent, field, value); end end local function GetRelativeValue(group, field) if group then return group[field] or GetRelativeValue(group.sourceParent or group.parent, field); end end local function GetDeepestRelativeValue(group, field) if group then return GetDeepestRelativeValue(group.sourceParent or group.parent, field) or group[field]; end end -- Returns the ItemID of the group (if existing) with a decimal portion containing the modID/100 and bonusID/1000000 -- or converts a raw ItemID/ModID/BonusID into the combined modItemID value -- Ex. 12345 (ModID 5) => 12345.05 -- Ex. 87654 (ModID 23)=> 87654.23 -- Ex. 102938 (ModID 1) (BonusID 4746) => 102938.014746 local function GetGroupItemIDWithModID(t, rawItemID, rawModID, rawBonusID) local i, m, b; if t then i = t.itemID or 0; m = t.modID; b = t.bonusID; else i = rawItemID and tonumber(rawItemID) or 0; m = rawModID and tonumber(rawModID); b = rawBonusID and tonumber(rawBonusID); end if m then i = i + (m / 100); end if b and b ~= 3524 then i = i + (b / 1000000); end return i; end -- Returns the ItemID, ModID, BonusID of the provided ModItemID -- Ex. 12345.05 => 12345, 5 -- Ex. 87654.23 => 87654, 23 -- Ex. 102938.014746=> 102938, 1, 4746 local function GetItemIDAndModID(modItemID) if modItemID and tonumber(modItemID) then -- print("GetItemIDAndModID",modItemID) local itemID = math.floor(modItemID); modItemID = (modItemID - itemID) * 100; local modID = math.floor(modItemID); modItemID = (modItemID - modID) * 1000000; local bonusID = math.floor(modItemID); -- print(itemID,modID,bonusID) return itemID, modID, bonusID; end end local function GroupMatchesParams(group, key, value, ignoreModID) if not group then return false; end -- Items are special local itemID = group.itemID; if itemID and key == "itemID" then local modItemID = group.modItemID; if modItemID and modItemID == value then return true; elseif ignoreModID or not modItemID then value = GetItemIDAndModID(value); return itemID == value; end end -- exact specific match for other keys if group[key] == value then return true; end -- Some objects also need to check altquestID for questID if key == "questID" and group.otherFactionQuestID == value then return true; end end -- Filters a specs table to only those which the current Character class can choose local function FilterSpecs(specs) if specs and #specs > 0 then local name, class, _; for i=#specs,1,-1 do _, name, _, _, _, class = GetSpecializationInfoByID(specs[i]); if class ~= app.Class or not name or name == "" then table.remove(specs, i); end end app.Sort(specs, app.SortDefaults.Value); end end -- Returns a string containing the spec icons, followed by their respective names if desired local function GetSpecsString(specs, includeNames, trim) local icons, name, icon, _ = {}; if includeNames then for i=#specs,1,-1 do _, name, _, icon, _, _ = GetSpecializationInfoByID(specs[i]); icons[i * 4 - 3] = " |T"; icons[i * 4 - 2] = icon; icons[i * 4 - 1] = ":0|t "; icons[i * 4] = name; end else for i=#specs,1,-1 do _, _, _, icon, _, _ = GetSpecializationInfoByID(specs[i]); icons[i * 3 - 2] = "|T"; icons[i * 3 - 1] = icon; icons[i * 3] = ":0|t "; end end if trim then return string.match(table.concat(icons),'^%s*(.*%S)'); end return table.concat(icons); end -- Returns proper, class-filtered specs for a given itemID local function GetFixedItemSpecInfo(itemID) if itemID then local specs = GetItemSpecInfo(itemID); if not specs or #specs < 1 then specs = {}; -- Starting with Legion items, the API seems to return no spec information when the item is in fact lootable by ANY spec local _, _, _, _, _, _, _, _, itemEquipLoc, _, _, itemClassID, itemSubClassID, _, expacID, _, _ = GetItemInfo(itemID); -- only Armor items if itemClassID and itemClassID == 4 then -- unable to distinguish between Trinkets usable by all specs (Font of Power) and Role-Specific trinkets which do not apply to any Role of the current Character if expacID >= 6 and (itemEquipLoc == "INVTYPE_NECK" or itemEquipLoc == "INVTYPE_FINGER") then local numSpecializations = GetNumSpecializations(); if numSpecializations and numSpecializations > 0 then for i=1,numSpecializations,1 do local specID = GetSpecializationInfo(i); tinsert(specs, specID); end end end end app.Sort(specs, app.SortDefaults.Value); else FilterSpecs(specs); end if #specs > 0 then return specs; end end end -- Quest Completion Lib -- Builds a table to be used in the SetupReportDialog to display text which is copied into Discord for player reports app.BuildDiscordQuestInfoTable = function(id, infoText, questChange, questRef) local coord; local mapID = app.GetCurrentMapID(); local position = mapID and C_Map.GetPlayerMapPosition(mapID, "player"); local covID, covData, covRenown = C_Covenants.GetActiveCovenantID(); if covID and covID > 0 then covData = C_Covenants.GetCovenantData(covID); covRenown = C_CovenantSanctumUI.GetRenownLevel(); end if position then local x,y = position:GetXY(); x = math.floor(x * 1000) / 10; y = math.floor(y * 1000) / 10; coord = x..","..y; end return { "**"..(infoText or "quest-info")..":"..id.."**", "```", -- discord fancy box questChange, "name:"..(C_TaskQuest.GetQuestInfoByQuestID(id) or C_QuestLog.GetTitleForQuestID(id) or "???"), "race:"..app.RaceID.." ("..app.Race..")", "class:"..app.ClassIndex.." ("..app.Class..")", "lvl:"..app.Level, "u:"..tostring(questRef and questRef.u), "sq:"..app.SourceQuestString(questRef or id), "lq:"..(app.LastQuestTurnedIn or ""), "cov:"..(covData and covData.name or "N/A")..(covRenown and ":"..covRenown or ""), mapID and ("mapID:"..mapID.." ("..C_Map_GetMapInfo(mapID).name..")") or "mapID:??", coord and ("coord:"..coord) or "coord:??", "ver:"..app.Version, "```", -- discord fancy box -- TODO: put more info in here as it will be copy-paste into Discord }; end -- Checks a given quest reference against the current character info to see if something is inaccurate app.CheckInaccurateQuestInfo = function(questRef, questChange) if questRef and questRef.questID then -- print("CheckInaccurateQuestInfo",questRef.questID,questChange) local id = questRef.questID; if not (app.CurrentCharacterFilters(questRef) and app.ItemIsInGame(questRef) and not questRef.missingPrequisites) then -- Play a sound when a reportable error is found, if any sound setting is enabled app:PlayReportSound(); local popupID = "quest-filter-" .. id; if app:SetupReportDialog(popupID, "Inaccurate Quest Info: " .. id, app.BuildDiscordQuestInfoTable(id, "inaccurate-quest", questChange, questRef) ) then local reportMsg = app:Linkify(L["REPORT_INACCURATE_QUEST"], app.Colors.ChatLinkError, "dialog:" .. popupID); Callback(app.print, reportMsg); end end end end local PrintQuestInfo = function(questID, new, info) if app.IsReady and app.Settings:GetTooltipSetting("Report:CompletedQuests") then local questRef = app.SearchForObject("questID", questID) or app.SearchForField("questID", questID); questRef = (questRef and questRef[1]) or questRef; local questChange; if new == true then questChange = "accepted"; elseif new == false then questChange = "unflagged"; else questChange = "completed"; end -- This quest doesn't meet the filter for this character, then ask to report in chat if questChange == "accepted" then DelayedCallback(app.CheckInaccurateQuestInfo, 0.5, questRef, questChange); end local chatMsg; if not questRef or GetRelativeField(questRef, "text", L["UNSORTED_1"]) then -- Play a sound when a reportable error is found, if any sound setting is enabled app:PlayReportSound(); -- Linkify the output local popupID = "quest-" .. questID .. questChange; chatMsg = app:Linkify(questID .. " (Not in ATT " .. app.Version .. ")", app.Colors.ChatLinkError, "dialog:" .. popupID); app:SetupReportDialog(popupID, "Missing Quest: " .. questID, app.BuildDiscordQuestInfoTable(questID, "missing-quest", questChange) ); else -- give a chat output if the user has just interacted with a quest flagged as NYI if questRef.u == 1 or GetRelativeField(questRef, "text", L["NEVER_IMPLEMENTED"]) then -- Play a sound when a reportable error is found, if any sound setting is enabled app:PlayReportSound(); -- Linkify the output local popupID = "quest-" .. questID .. questChange; chatMsg = app:Linkify(questID .. " [NYI] ATT " .. app.Version, app.Colors.ChatLinkError, "dialog:" .. popupID); app:SetupReportDialog(popupID, "NYI Quest: " .. questID, app.BuildDiscordQuestInfoTable(questID, "nyi-quest", questChange) ); -- tack on an 'HQT' tag if ATT thinks this QuestID is a Hidden Quest Trigger -- (sometimes 'real' quests are triggered complete when other 'real' quests are turned in and contribs may consider them HQT if not yet sourced -- so when a quest flagged as HQT is accepted/completed directly, it will be more noticable of being incorrectly sourced elseif GetRelativeField(questRef, "text", L["HIDDEN_QUEST_TRIGGERS"]) then if app.Settings:GetTooltipSetting("Report:UnsortedQuests") then return true; end -- Linkify the output chatMsg = app:Linkify(questID .. " [HQT]", app.Colors.ChatLinkHQT, "search:questID:" .. questID); else if app.Settings:GetTooltipSetting("Report:UnsortedQuests") then return true; end -- Linkify the output chatMsg = app:Linkify(questID, app.Colors.ChatLink, "search:questID:" .. questID); end end print("Quest",questChange,chatMsg,(info or "")); end end local DirtyQuests, TotalQuests = {}, 0; local CompletedQuests = setmetatable({}, {__newindex = function (t, key, value) key = tonumber(key); if value then if not rawget(t, key) then TotalQuests = TotalQuests + 1; end rawset(t, key, value); rawset(DirtyQuests, key, true); rawset(DirtyQuests, "DIRTY", true); ATTAccountWideData.Quests[key] = 1; app.CurrentCharacter.Quests[key] = 1; PrintQuestInfo(key); elseif value == false then TotalQuests = TotalQuests - 1; rawset(DirtyQuests, key, true); rawset(DirtyQuests, "DIRTY", true); -- no need to actually set the key in the table since it's been marked as incomplete -- and this meta function only triggers on NEW key assignments PrintQuestInfo(key, false); end end}); -- app.CompletedQuests = CompletedQuests; -- returns nil if nil provided, otherwise true/false based on the specific quest being completed by the current character local IsQuestFlaggedCompleted = function(questID) return questID and CompletedQuests[questID]; end -- Calls the Blizz API to specifically check & cache whether a questID is completed if not already cached as completed local IsQuestFlaggedCompletedForce = function(questID) if questID then if CompletedQuests[questID] then return true; end if C_QuestLog.IsQuestFlaggedCompleted(questID) then CompletedQuests[questID] = true; return true; end end end -- Returns true if any provided questID is currently completed for the current character local IsAnyQuestFlaggedCompleted = function(quests) if quests then for _,questID in pairs(quests) do if CompletedQuests[questID] then return true; end end end end local IsQuestFlaggedCompletedForObject = function(t, questIDKey) -- allow specifying a specific 'questID' from the object questIDKey = questIDKey or "questID"; -- nil if not a quest-based object local questID = t[questIDKey]; if not questID then return; end -- 1 = This character completed this quest -- 2 = This quest was completed by another character on the account / This quest cannot be completed by this character -- If the quest is completed for this character, return completed. if IsQuestFlaggedCompleted(questID) then return 1; end -- account-mode: any character is viable to complete the quest, so alt quest completion shouldn't count for this quest -- this quest cannot be obtained if any altQuest is completed on this character and not tracking as account mode -- If the quest has an altQuest which was completed on this character and this character is not in Party Sync nor tracking Locked Quests, return shared completed if not app.MODE_DEBUG_OR_ACCOUNT and t.altcollected and not app.IsInPartySync and not app.CollectibleQuestsLocked then return 2; end -- If the quest is repeatable, then check other things to determine if it has ever been completed if t.repeatable and app.Settings:GetTooltipSetting("RepeatableFirstTime") then if app.CurrentCharacter.Quests[questID] then return 1; end -- can an alt quest of a repeatable quest be permanent? -- if not considering account-mode, consider the quest completed once if any altquest was also completed if not app.MODE_DEBUG_OR_ACCOUNT and t.altQuests then -- If the quest has an altQuest which was completed on this character, return shared completed for i,altQuestID in ipairs(t.altQuests) do -- any altQuest completed on this character, return shared completion if app.CurrentCharacter.Quests[altQuestID] then return 2; end end end if Grail then -- Import previously completed repeatable quest from Grail addon data if Grail:HasQuestEverBeenCompleted(questID) then ATTAccountWideData.Quests[questID] = 1; app.CurrentCharacter.Quests[questID] = 1; return 1; end -- if not considering account-mode tracking, consider the quest completed once if any altquest was also completed if not app.MODE_DEBUG_OR_ACCOUNT and t.altQuests then -- If the quest has an altQuest which was completed on this character, return shared completed local isCollected; for i,altQuestID in ipairs(t.altQuests) do -- any altQuest completed on this character, return shared completion if Grail:HasQuestEverBeenCompleted(altQuestID) then ATTAccountWideData.Quests[altQuestID] = 1; app.CurrentCharacter.Quests[altQuestID] = 1; isCollected = 2; end end if isCollected then return isCollected; end end end if WorldQuestTrackerAddon then -- Import previously completed repeatable quest from WorldQuestTracker addon data local wqt_questDoneHistory = WorldQuestTrackerAddon.db.profile.history.quest local wqt_global = wqt_questDoneHistory.global local wqt_local = wqt_questDoneHistory.character[app.GUID] if wqt_local and wqt_local[questID] and wqt_local[questID] > 0 then ATTAccountWideData.Quests[questID] = 1; app.CurrentCharacter.Quests[questID] = 1; return 1; end -- only consider altquest completion if not on account-mode if wqt_local and not app.MODE_DEBUG_OR_ACCOUNT and t.altQuests then local isCollected; for i,altQuestID in ipairs(t.altQuests) do -- any altQuest completed on this character, return shared completion if wqt_local[altQuestID] and wqt_local[altQuestID] > 0 then ATTAccountWideData.Quests[altQuestID] = 1; app.CurrentCharacter.Quests[altQuestID] = 1; isCollected = 2; end end if isCollected then return isCollected; end end -- quest completed on any character, return shared completion if wqt_global and wqt_global[questID] and wqt_global[questID] > 0 then ATTAccountWideData.Quests[questID] = 1; -- only return as completed if tracking account wide if app.AccountWideQuests then return 2; end end end -- quest completed on any character and tracking account-wide, return shared completion regardless of account-mode if app.AccountWideQuests then if ATTAccountWideData.Quests[questID] then return 2; end end end if not t.repeatable and app.AccountWideQuests then -- any character has completed this specific quest, return shared completion if ATTAccountWideData.Quests[questID] then return 2; end end end -- Generate a simple sourcequest completion string for a questRef app.SourceQuestString = function(quest) if quest then if type(quest) == "string" or type(quest) == "number" then quest = app.SearchForObject("questID",tonumber(quest)); end end if quest then if quest.missingPrequisites or quest.prereqs then local info = {}; for sq,c in pairs(quest.prereqs) do tinsert(info, sq); tinsert(info, c) end return app.TableConcat(info, nil, nil, ":"); elseif quest.sourceQuests then local info = {}; for _,sq in ipairs(quest.sourceQuests) do tinsert(info, sq); tinsert(info, IsQuestFlaggedCompleted(sq) and "1" or "0") end return app.TableConcat(info, nil, nil, ":"); end end return "?"; end -- NPC & Title Name Harvesting Lib (https://us.battle.net/forums/en/wow/topic/20758497390?page=1#post-4, Thanks Gello!) (function() local NPCTitlesFromID = {}; local NPCHarvester = CreateFrame("GameTooltip", "AllTheThingsNPCHarvester", UIParent, "GameTooltipTemplate"); app.NPCNameFromID = setmetatable({}, { __index = function(t, id) if not id then return; end id = tonumber(id); if id > 0 then NPCHarvester:SetOwner(UIParent,"ANCHOR_NONE"); NPCHarvester:SetHyperlink(format("unit:Creature-0-0-0-0-%d-0000000000",id)); local title = AllTheThingsNPCHarvesterTextLeft1:GetText(); if title and NPCHarvester:NumLines() > 2 then rawset(NPCTitlesFromID, id, AllTheThingsNPCHarvesterTextLeft2:GetText()); end NPCHarvester:Hide(); if title and title ~= RETRIEVING_DATA then rawset(t, id, title); return title; end else local title = L["HEADER_NAMES"][id]; rawset(t, id, title); return title; end return RETRIEVING_DATA; end}); app.NPCTitlesFromID = NPCTitlesFromID; end)(); -- Search Caching local searchCache = {}; -- Merges an Object into an existing set of Objects so as to not duplicate any incoming Objects local MergeObject, -- Nests an Object under another Object, only creating the 'g' group if necessary -- ex. NestObject(parent, new, newCreate, index) NestObject, -- Merges multiple Objects into an existing set of Objects so as to not duplicate any incoming Objects -- ex. MergeObjects(group, group2, newCreate) MergeObjects, -- Nests multiple Objects under another Object, only creating the 'g' group if necessary -- ex. NestObjects(parent, groups, newCreate) NestObjects, -- Nests multiple Objects under another Object using an optional set of functions to determine priority on the adding of objects, only creating the 'g' group if necessary -- ex. PriorityNestObjects(parent, groups, newCreate, function1, function2, ...) PriorityNestObjects, RefreshAchievementCollection; app.searchCache = searchCache; (function() local keysByPriority = { -- Sorted by frequency of use. "s", "toyID", "itemID", "speciesID", "questID", "npcID", "creatureID", "objectID", "mapID", "criteriaID", "achID", "currencyID", "encounterID", "instanceID", "factionID", "recipeID", "spellID", "classID", "professionID", "categoryID", "followerID", "illusionID", "tierID", "unit", "dungeonID", "headerID" }; local function GetKey(t) for _,key in ipairs(keysByPriority) do if rawget(t, key) then return key; end end for _,key in ipairs(keysByPriority) do if t[key] then -- This goes a bit deeper. return key; end end --[[ print("could not determine key for object") for key,value in pairs(t) do print(key, value); end --]] end local function CreateHash(t) local key = t.key or GetKey(t) or t.text; if key then local hash = key .. (rawget(t, key) or t[key] or "NOKEY"); if key == "criteriaID" and t.achievementID then hash = hash .. ":" .. t.achievementID; elseif key == "itemID" and t.modItemID and t.modItemID ~= t.itemID then hash = key .. t.modItemID; elseif key == "creatureID" then if t.encounterID then hash = hash .. ":" .. t.encounterID; end local difficultyID = GetRelativeValue(t, "difficultyID"); if difficultyID then hash = hash .. "-" .. difficultyID; end elseif key == "encounterID" then if t.creatureID then hash = hash .. ":" .. t.creatureID; end local difficultyID = GetRelativeValue(t, "difficultyID"); if difficultyID then hash = hash .. "-" .. difficultyID; end if t.crs then local numCrs = #t.crs; if numCrs == 1 then hash = hash .. t.crs[1]; elseif numCrs == 2 then hash = hash .. t.crs[1] .. t.crs[2]; elseif numCrs > 2 then hash = hash .. t.crs[1] .. t.crs[2] .. t.crs[3]; end end elseif key == "difficultyID" then local instanceID = GetRelativeValue(t, "instanceID"); if instanceID then hash = hash .. "-" .. instanceID; end elseif key == "headerID" then -- for custom headers, they may be used in conjunction with other bits of data that we don't want to merge together (because it makes no sense) -- Separate if using Class requirements if t.c then for _,class in pairs(t.c) do hash = "C" .. class .. hash; end end -- Separate if using Faction/Race requirements if t.r then hash = "F" .. t.r .. hash; elseif t.races then for _,race in pairs(t.races) do hash = "R" .. race .. hash; end end elseif key == "spellID" and t.itemID then -- Some recipes teach the same spell, so need to differentiate by their itemID as well hash = hash .. ":" .. t.itemID; end if t.rank then hash = hash .. "." .. t.rank; -- app.PrintDebug("hash.rank",hash) end rawset(t, "hash", hash); return hash; end end app.CreateHash = CreateHash; MergeObject = function(g, t, index, newCreate) if g and t then local hash = t.hash; -- print("_",hash); if hash then for i,o in ipairs(g) do if o.hash == hash then MergeProperties(o, t, true); NestObjects(o, t.g, newCreate); return o; end end -- else app.PrintDebug("NO Hash for MergeObject",t.text) end if index then tinsert(g, index, newCreate and CreateObject(t) or t); else tinsert(g, newCreate and CreateObject(t) or t); end end end NestObject = function(p, t, newCreate, index) if p and t then local g = p.g; if g then MergeObject(g, t, index, newCreate); elseif newCreate then p.g = { CreateObject(t) }; else p.g = { t }; end end end MergeObjects = function(g, g2, newCreate) if g2 and #g2 > 25 then local hashTable,t = {}; for i,o in ipairs(g) do local hash = o.hash; if hash then hashTable[hash] = o; end end local hash; if newCreate then for i,o in ipairs(g2) do hash = o.hash; -- print("_",hash); if hash then t = hashTable[hash]; if t then MergeProperties(t, o, true); NestObjects(t, o.g, newCreate); else t = CreateObject(o); hashTable[hash] = t; tinsert(g, t); end else tinsert(g, CreateObject(o)); end end else for i,o in ipairs(g2) do hash = o.hash; -- print("_",hash); if hash then t = hashTable[hash]; if t then MergeProperties(t, o, true); NestObjects(t, o.g); else hashTable[hash] = o; tinsert(g, o); end else tinsert(g, o); end end end else for i,o in ipairs(g2) do MergeObject(g, o, nil, newCreate); end end end NestObjects = function(p, g, newCreate) if not g then return; end local pg = p.g; if pg then MergeObjects(pg, g, newCreate); elseif #g > 0 then p.g = {}; MergeObjects(p.g, g, newCreate); end end PriorityNestObjects = function(p, g, newCreate, ...) if not g or #g == 0 then return; end local pFuncs = {...}; if pFuncs[1] then -- print("PriorityNestObjects",#pFuncs,"Priorities",#g,"Objects") -- setup containers for the priority buckets local pBuckets, pBucket, skipped = {}; for i,_ in ipairs(pFuncs) do pBuckets[i] = {}; end -- check each object for _,o in ipairs(g) do -- check each priority function for i,pFunc in ipairs(pFuncs) do -- if the function matches, put the object in the bucket if pFunc(o) then -- print("Matched Priority Function",i,o.key,o.key and o[o.key]) pBucket = pBuckets[i]; tinsert(pBucket, o); break; end end -- no bucket was found, put in skipped if not pBucket then -- print("No Priority",o.key,o.key and o[o.key]) if skipped then tinsert(skipped, o); else skipped = { o }; end end -- reset bucket pBucket = nil; end -- then nest each bucket in order of priority for i,pBucket in ipairs(pBuckets) do -- print("Nesting Priority Bucket",i,#pBucket) NestObjects(p, pBucket, newCreate); end -- and nest anything skipped -- print("Nesting Skipped",skipped and #skipped) NestObjects(p, skipped, newCreate); else NestObjects(p, g, newCreate); end end -- Mergess multiple sources of an object into a single object. Can specify to clean out all sub-groups of the result app.MergedObject = function(group, rootOnly) if not group or not group[1] then return; end local merged = CreateObject(group[1], rootOnly); for i=2,#group do MergeProperties(merged, group[i]); end -- for a merged object, clean any other references it might still have merged.sourceParent = nil; merged.parent = nil; if rootOnly then merged.g = nil; end return merged; end end)(); local function ExpandGroupsRecursively(group, expanded, manual) -- expand if there is any sub-group if group.g then -- if manually expanding if (manual or -- it's not an item (not group.itemID and -- not a difficulty not group.difficultyID and -- incomplete things actually exist below itself ((group.total or 0) > (group.progress or 0)) and -- account/debug mode is active or it is not a 'saved' thing for this character (app.MODE_DEBUG_OR_ACCOUNT or not group.saved)) ) then -- print("expanded",group.key,group[group.key]); group.expanded = expanded; for _,subgroup in ipairs(group.g) do ExpandGroupsRecursively(subgroup, expanded, manual); end end end end local ResolveSymbolicLink; -- Fills & returns a group with its symlink references, along with all sub-groups recursively if specified -- This should only be used on a cloned group so the source group is not contaminated local function FillSymLinks(group, recursive) if recursive and group.g then for _,s in ipairs(group.g) do FillSymLinks(s, recursive); end end if group.sym then -- app.PrintDebug("FillSymLinks",group.hash) NestObjects(group, ResolveSymbolicLink(group)); -- make sure this group doesn't waste time getting resolved again somehow group.sym = nil; end -- if app.DEBUG_PRINT == group then app.DEBUG_PRINT = nil; end return group; end (function() local select, tremove, unpack = select, tremove, unpack; local FinalizeModID, PruneFinalized; local ArrayAppend = app.ArrayAppend; -- Checks if any of the provided arguments can be found within the first array object local function ContainsAnyValue(arr, ...) local value; local vals = select("#", ...); for i=1,vals do value = select(i, ...); for _,v in ipairs(arr) do if v == value then return true; end end end end local function Resolve_Extract(results, group, field) if group[field] then tinsert(results, group); elseif group.g then for _,o in ipairs(group.g) do Resolve_Extract(results, o, field); end end return results; end -- Defines a known set of functions which can be run via symlink resolution. The inputs to each function will be identical in order when called. -- searchResults - the current set of searchResults when reaching the current sym command -- o - the specific group object which contains the symlink commands -- (various expected components of the respective sym command) local ResolveFunctions = { -- Instruction to search the full database for multiple of a given type ["select"] = function(finalized, searchResults, o, cmd, field, ...) local cache, val; local vals = select("#", ...); for i=1,vals do val = select(i, ...); cache = app.CleanSourceIgnoredGroups(app.SearchForField(field, val)); if cache then ArrayAppend(searchResults, cache); else print("Failed to select ", field, val); end end end, -- Instruction to select the parent object of the group that owns the symbolic link ["selectparent"] = function(finalized, searchResults, o, cmd, level) level = level or 1; local parent = o.parent; -- app.PrintDebug("selectparent",level,parent and parent.hash) while level > 1 do parent = parent and parent.parent; level = level - 1; -- app.PrintDebug("selectparent",level,parent and parent.hash) end if parent then tinsert(searchResults, parent); else -- an extra search for the specific 'o' to retrieve the source parent since the parent is not actually attached to the reference resolving the symlink local searchedObject = app.SearchForMergedObject(o.key, o[o.key]); if searchedObject then parent = searchedObject.parent; while level > 1 do parent = parent and parent.parent; level = level - 1; end if parent then tinsert(searchResults, parent); return; end end print("Failed to select parent for",o.hash); end end, -- Instruction to find all content marked with the specified 'requireSkill' ["selectprofession"] = function(finalized, searchResults, o, cmd, requireSkill) local search = app:BuildSearchResponse(app:GetDataCache().g, "requireSkill", requireSkill); ArrayAppend(searchResults, search); end, -- Instruction to fill with identical content cached elsewhere for this group (no symlinks) ["fill"] = function(finalized, searchResults, o) local okey = o.key; if okey then local okeyval = o[okey]; if okeyval then local cache = app.CleanSourceIgnoredGroups(app.SearchForField(okey, okeyval)); if cache then for _,s in ipairs(cache) do ArrayAppend(searchResults, s.g); end end end end end, -- Instruction to finalize the current search results and prevent additional queries from affecting this selection ["finalize"] = function(finalized, searchResults) ArrayAppend(finalized, searchResults); wipe(searchResults); end, -- Instruction to take all of the finalized and non-finalized search results and merge them back in to the processing queue ["merge"] = function(finalized, searchResults) local orig; if #searchResults > 0 then orig = RawCloneData(searchResults); end wipe(searchResults); -- finalized first ArrayAppend(searchResults, finalized); wipe(finalized); -- then any existing searchResults ArrayAppend(searchResults, orig); end, -- Instruction to "push" all of the group values into an object as specified ["push"] = function(finalized, searchResults, o, cmd, field, value) local orig; if #searchResults > 0 then orig = RawCloneData(searchResults); end wipe(searchResults); searchResults[1] = CreateObject({[field] = value, g = orig }); end, -- Instruction to "pop" all of the group values up one level ["pop"] = function(finalized, searchResults) local orig; if #searchResults > 0 then orig = RawCloneData(searchResults); end wipe(searchResults); if orig then for _,s in ipairs(orig) do -- insert raw & symlinked Things from this group ArrayAppend(searchResults, s.g, ResolveSymbolicLink(s)); end end end, -- Instruction to include only search results where a key value is a value ["where"] = function(finalized, searchResults, o, cmd, field, value) for k=#searchResults,1,-1 do local s = searchResults[k]; if not s[field] or s[field] ~= value then tremove(searchResults, k); end end end, -- Instruction to extract all nested results which contain a given field ["extract"] = function(finalized, searchResults, o, cmd, field) local orig; if #searchResults > 0 then orig = RawCloneData(searchResults); end wipe(searchResults); if orig then for _,o in ipairs(orig) do Resolve_Extract(searchResults, o, field); end end end, -- Instruction to include the search result with a given index within each of the selection's groups ["index"] = function(finalized, searchResults, o, cmd, index) local orig; if #searchResults > 0 then orig = RawCloneData(searchResults); end wipe(searchResults); if orig then local s, g; for k=#orig,1,-1 do s = orig[k]; g = s.g; if g and index <= #g then tinsert(searchResults, g[index]); end end end end, -- Instruction to include only search results where a key value is not a value ["not"] = function(finalized, searchResults, o, cmd, field, ...) local vals = select("#", ...); if vals < 1 then print("'",cmd,"' had empty value set") return; end local s, value; for k=#searchResults,1,-1 do s = searchResults[k]; for i=1,vals do value = select(i, ...); if s[field] == value then tremove(searchResults, k); break; end end end end, -- Instruction to include only search results where a key exists ["is"] = function(finalized, searchResults, o, cmd, field) for k=#searchResults,1,-1 do local s = searchResults[k]; if not s[field] then tremove(searchResults, k); end end end, -- Instruction to include only search results where a key doesn't exist ["isnt"] = function(finalized, searchResults, o, cmd, field) for k=#searchResults,1,-1 do local s = searchResults[k]; if s[field] then tremove(searchResults, k); end end end, -- Instruction to include only search results where a key value/table contains a value ["contains"] = function(finalized, searchResults, o, cmd, field, ...) local vals = select("#", ...); if vals < 1 then print("'",cmd,"' had empty value set") return; end local s, kval; for k=#searchResults,1,-1 do s = searchResults[k]; kval = s[field]; -- key doesn't exist at all on the result if not kval then tremove(searchResults, k); -- none of the values match the contains values elseif type(kval) == "table" then if not ContainsAnyValue(kval, ...) then tremove(searchResults, k); end -- key exists with single value on the result else local match; for i=1,vals do if kval == select(i, ...) then match = true; break; end end if not match then tremove(searchResults, k); end end end end, -- Instruction to exclude search results where a key value contains a value ["exclude"] = function(finalized, searchResults, o, cmd, field, ...) local vals = select("#", ...); if vals < 1 then print("'",cmd,"' had empty value set") return; end local s, kval; for k=#searchResults,1,-1 do s = searchResults[k]; kval = s[field]; -- key exists if kval then local match; for i=1,vals do if kval == select(i, ...) then match = true; break; end end if match then -- TEMP logic to allow Ensembles to continue working until they get fixed again... if field == "itemID" and s.g and kval == o[field] then ArrayAppend(searchResults, s.g); end tremove(searchResults, k); end end end end, -- Instruction to include only search results where an item is of a specific inventory type ["invtype"] = function(finalized, searchResults, o, cmd, ...) local vals = select("#", ...); if vals < 1 then print("'",cmd,"' had empty value set") return; end local s, invtype; for k=#searchResults,1,-1 do s = searchResults[k]; if s.itemID then invtype = select(4, GetItemInfoInstant(s.itemID)); local match; for i=1,vals do if invtype == select(i, ...) then match = true; break; end end if not match then tremove(searchResults, k); end end end end, -- Instruction to search the full database for multiple achievementID's and persist only actual achievements ["meta_achievement"] = function(finalized, searchResults, o, cmd, ...) local vals = select("#", ...); if vals < 1 then print("'",cmd,"' had empty value set") return; end local cache, value; for i=1,vals do value = select(i, ...); cache = app.CleanSourceIgnoredGroups(app.SearchForField("achievementID", value)); if cache then ArrayAppend(searchResults, cache); else print("Failed to select achievementID",value); end end -- Remove any Criteria groups associated with those achievements for k=#searchResults,1,-1 do local s = searchResults[k]; if s.criteriaID then tremove(searchResults, k); end end PruneFinalized = true; end, -- Instruction to include only search results where an item is of a specific relic type ["relictype"] = function(finalized, searchResults, o, cmd, ...) local vals = select("#", ...); if vals < 1 then print("'",cmd,"' had empty value set") return; end --[[ RELIC_SLOT_TYPE_ARCANE = "Arcane"; RELIC_SLOT_TYPE_BLOOD = "Blood"; RELIC_SLOT_TYPE_FEL = "Fel"; RELIC_SLOT_TYPE_FIRE = "Fire"; RELIC_SLOT_TYPE_FROST = "Frost"; RELIC_SLOT_TYPE_HOLY = "Holy"; RELIC_SLOT_TYPE_IRON = "Iron"; RELIC_SLOT_TYPE_LIFE = "Life"; RELIC_SLOT_TYPE_SHADOW = "Shadow"; RELIC_SLOT_TYPE_WATER = "Water"; RELIC_SLOT_TYPE_WIND = "Storm"; ]]-- local types = {...}; -- replace the short constant values with in-game localized values for i=#types,1,-1 do types[i] = _G["RELIC_SLOT_TYPE_" .. types[i]]; end local s, itemID; for k=#searchResults,1,-1 do s = searchResults[k]; itemID = s.itemID; if itemID and IsArtifactRelicItem(itemID) and contains(types, select(3, C_ArtifactUI.GetRelicInfoByItemID(itemID))) then -- We're good. else tremove(searchResults, k); end end end, -- Instruction to apply a specific modID to any Items within the finalized search results ["modID"] = function(finalized, searchResults, o, cmd, modID) FinalizeModID = modID; end, -- Instruction to apply the modID from the Source object to any Items within the finalized search results ["myModID"] = function(finalized, searchResults, o) FinalizeModID = o.modID; end, ["achievement_criteria"] = function(finalized, searchResults, o) -- Instruction to select the criteria provided by the achievement this is attached to. (maybe build this into achievements?) if GetAchievementNumCriteria then local achievementID = o.achievementID; local cache; local criteriaString, criteriaType, completed, quantity, reqQuantity, charName, flags, assetID, quantityString, id, criteriaObject; for criteriaID=1,GetAchievementNumCriteria(achievementID),1 do criteriaString, criteriaType, completed, quantity, reqQuantity, charName, flags, assetID, quantityString, id = GetAchievementCriteriaInfo(achievementID, criteriaID); criteriaObject = app.CreateAchievementCriteria(id); if criteriaType == 27 then cache = app.SearchForField("questID", assetID); elseif criteriaType == 36 or criteriaType == 42 then -- Items criteriaObject.providers = {{ "i", assetID }}; elseif criteriaType == 110 -- Casting spells on specific target or criteriaType == 29 or criteriaType == 69 -- Buff Gained or criteriaType == 43 then -- Exploration -- Ignored else print("Unhandled Criteria Type", criteriaType, assetID); end if cache then local uniques = {}; MergeObjects(uniques, cache); for i,o in ipairs(uniques) do rawset(o, "text", nil); for key,value in pairs(o) do criteriaObject[key] = value; end rawset(o, "text", criteriaObject.text); end end criteriaObject.achievementID = achievementID; criteriaObject.parent = o; tinsert(searchResults, criteriaObject); app.CacheFields(criteriaObject); end end end, -- Instruction to include only search results where an item is a relic (Not used currently) -- ["isrelic"] = function(finalized, searchResults) -- local s, itemID; -- for k=#searchResults,1,-1 do -- s = searchResults[k]; -- itemID = s.itemID; -- if not itemID or not IsArtifactRelicItem(itemID) then -- tremove(searchResults, k); -- end -- end -- end, }; -- Subroutine Logic Cache local SubroutineCache = { ["pvp_gear_base"] = function(finalized, searchResults, o, cmd, tierID, headerID1, headerID2) local select, pop, where = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where; select(finalized, searchResults, o, "select", "tierID", tierID); -- Select the Expansion header pop(finalized, searchResults); -- Discard the Expansion header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID1); -- Select the Season header if headerID2 then pop(finalized, searchResults); -- Discard the Season header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID2); -- Select the Set header end end, ["pvp_gear_faction_base"] = function(finalized, searchResults, o, cmd, tierID, headerID1, headerID2, headerID3) local select, pop, where = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where; select(finalized, searchResults, o, "select", "tierID", tierID); -- Select the Expansion header pop(finalized, searchResults); -- Discard the Expansion header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID1); -- Select the Season header pop(finalized, searchResults); -- Discard the Season header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID2); -- Select the Faction header pop(finalized, searchResults); -- Discard the Faction header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID3); -- Select the Set header end, -- Set Gear ["pvp_set_ensemble"] = function(finalized, searchResults, o, cmd, tierID, headerID1, headerID2, classID) local select, pop, where, extract = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.extract; select(finalized, searchResults, o, "select", "tierID", tierID); -- Select the Expansion header pop(finalized, searchResults); -- Discard the Expansion header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID1); -- Select the Season header pop(finalized, searchResults); -- Discard the Season header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID2); -- Select the Set header pop(finalized, searchResults); -- Discard the Set header and acquire the children. where(finalized, searchResults, o, "where", "classID", classID); -- Select all the class header. extract(finalized, searchResults, o, "extract", "s"); -- Extract all Items with a SourceID end, ["pvp_set_faction_ensemble"] = function(finalized, searchResults, o, cmd, tierID, headerID1, headerID2, headerID3, classID) local select, pop, where, extract = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.extract; select(finalized, searchResults, o, "select", "tierID", tierID); -- Select the Expansion header pop(finalized, searchResults); -- Discard the Expansion header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID1); -- Select the Season header pop(finalized, searchResults); -- Discard the Season header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID2); -- Select the Faction header pop(finalized, searchResults); -- Discard the Faction header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID3); -- Select the Set header pop(finalized, searchResults); -- Discard the Set header and acquire the children. where(finalized, searchResults, o, "where", "classID", classID); -- Select all the class header. extract(finalized, searchResults, o, "extract", "s"); -- Extract all Items with a SourceID end, -- Weapons ["pvp_weapons_ensemble"] = function(finalized, searchResults, o, cmd, tierID, headerID1, headerID2) local select, pop, where, extract = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.extract; select(finalized, searchResults, o, "select", "tierID", tierID); -- Select the Expansion header pop(finalized, searchResults); -- Discard the Expansion header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID1); -- Select the Season header pop(finalized, searchResults); -- Discard the Season header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID2); -- Select the Set header pop(finalized, searchResults); -- Discard the Set header and acquire the children. where(finalized, searchResults, o, "where", "headerID", -319); -- Select the "Weapons" header. extract(finalized, searchResults, o, "extract", "s"); -- Extract all Items with a SourceID end, ["pvp_weapons_faction_ensemble"] = function(finalized, searchResults, o, cmd, tierID, headerID1, headerID2, headerID3) local select, pop, where, extract = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.extract; select(finalized, searchResults, o, "select", "tierID", tierID); -- Select the Expansion header pop(finalized, searchResults); -- Discard the Expansion header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID1); -- Select the Season header pop(finalized, searchResults); -- Discard the Season header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID2); -- Select the Faction header pop(finalized, searchResults); -- Discard the Faction header and acquire the children. where(finalized, searchResults, o, "where", "headerID", headerID3); -- Select the Set header pop(finalized, searchResults); -- Discard the Set header and acquire the children. where(finalized, searchResults, o, "where", "headerID", -319); -- Select the "Weapons" header. extract(finalized, searchResults, o, "extract", "s"); -- Extract all Items with a SourceID end, -- Common Northrend/Cataclysm Recipes Vendor ["common_recipes_vendor"] = function(finalized, searchResults, o, cmd, npcID) local select, pop, is, exclude = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.is, ResolveFunctions.exclude; select(finalized, searchResults, o, "select", "creatureID", npcID); -- Main Vendor pop(finalized, searchResults); -- Remove Main Vendor and push his children into the processing queue. is(finalized, searchResults, o, "is", "itemID"); -- Only Items -- Exclude items specific to certain vendors exclude(finalized, searchResults, o, "exclude", "itemID", -- Borya Cataclysm Tailoring 6270, -- Pattern: Blue Linen Vest 6274, -- Pattern: Blue Overalls 10314, -- Pattern: Lavender Mageweave Shirt 10317, -- Pattern: Pink Mageweave Shirt 5772, -- Pattern: Red Woolen Bag -- Sumi Cataclysm Blacksmithing 12162, -- Plans: Hardened Iron Shortsword -- Tamar Cataclysm Leatherworking 18731, -- Pattern: Heavy Leather Ball -- Kithas Cataclysm Enchanting 6349, -- Formula: Enchant 2H Weapon - Lesser Intellect 20753, -- Formula: Lesser Wizard Oil 20752, -- Formula: Minor Mana Oil 20758, -- Formula: Minor Wizard Oil 22307, -- Pattern: Enchanted Mageweave Pouch -- Marith Lazuria Cataclysm Jewelcrafting -- Shazdar Cataclysm Cooking -- Tiffany Cartier Northrend Jewelcrafting -- Timothy Jones Northrend Jewelcrafting 0); -- 0 allows the trailing comma on previous itemIDs for cleanliness end, ["common_vendor"] = function(finalized, searchResults, o, cmd, npcID) local select, pop, is = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.is; select(finalized, searchResults, o, "select", "creatureID", npcID); -- Main Vendor pop(finalized, searchResults); -- Remove Main Vendor and push his children into the processing queue. is(finalized, searchResults, o, "is", "itemID"); -- Only Items end, -- TW Instance ["tw_instance"] = function(finalized, searchResults, o, cmd, instanceID) local select, pop, where, push, finalize = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.push, ResolveFunctions.finalize; select(finalized, searchResults, o, "select", "itemID", 133543); -- Infinite Timereaver push(finalized, searchResults, o, "push", "headerID", -1); -- Push into 'Common Boss Drops' header finalize(finalized, searchResults); -- capture current results select(finalized, searchResults, o, "select", "instanceID", instanceID); -- select this instance where(finalized, searchResults, o, "where", "u", 1016); -- only the instance which is marked as TIMEWALKING pop(finalized, searchResults); -- pop the instance header end, -- Wod Dungeon ["common_wod_dungeon_drop"] = function(finalized, searchResults, o, cmd, difficultyID, headerID) local select, pop, where = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where; select(finalized, searchResults, o, "select", "headerID", -23); -- Common Dungeon Drops pop(finalized, searchResults); -- Discard the Header and acquire all of their children. where(finalized, searchResults, o, "where", "difficultyID", difficultyID); -- Normal/Heroic/Mythic/Timewalking pop(finalized, searchResults); -- Discard the Diffculty Header and acquire all of their children. where(finalized, searchResults, o, "where", "headerID", headerID); -- Head/Shoulder/Chest/Legs/Feet/Wrist/Hands/Waist end, -- Wod Dungeon TW ["common_wod_dungeon_drop_tw"] = function(finalized, searchResults, o, cmd, difficultyID, headerID) local select, pop, where = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where; select(finalized, searchResults, o, "select", "headerID", -23); -- Common Dungeon Drops where(finalized, searchResults, o, "where", "u", 1016); -- only the Common Dungeon Drops which is marked as TIMEWALKING pop(finalized, searchResults); -- Discard the Header and acquire all of their children. where(finalized, searchResults, o, "where", "headerID", headerID); -- Head/Shoulder/Chest/Legs/Feet/Wrist/Hands/Waist end, -- Korthian Armaments ["korthian_armaments"] = function(finalized, searchResults, o, cmd, inv) local select, pop, invtype = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.invtype; select(finalized, searchResults, o, "select", "itemID", 187187); -- Korthian Armaments pop(finalized, searchResults); -- Discard the Item Header and acquire all of their children. pop(finalized, searchResults); -- Discard the Headers and acquire all of their children. invtype(finalized, searchResults, o, "invtype", inv); -- Only slot-specific end, ["bfa_azerite_armor_chest_dungeons"] = function(finalized, searchResults, o) local select, pop, where, is, invtype, modID = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.is, ResolveFunctions.invtype, ResolveFunctions.modID; -- Dungeons select(finalized, searchResults, o, "select", "instanceID", 968, -- Atal'Dazar 1001, -- Freehold 1041, -- King's Rest 1178, -- Operation: Mechagon ?? 1036, -- Shrine of the Storm 1023, -- Siege of Boralus 1030, -- Temple of Sethraliss 1012, -- The MOTHERLODE!! 1022, -- The Underrot 1002, -- Tol Dagor 1021 -- Waycrest Manor ); -- Process the Dungeons, Normal Mode Only Loot for the azerite pieces. pop(finalized, searchResults); -- Discard the Instance Headers and acquire all of their children. where(finalized, searchResults, o, "where", "difficultyID", 1); -- Select only the Normal Difficulty Headers. pop(finalized, searchResults); -- Discard the Difficulty Headers and acquire all of their children. pop(finalized, searchResults); -- Discard the Encounter Headers and acquire all of their children. is(finalized, searchResults, o, "is", "itemID"); -- Only Items! invtype(finalized, searchResults, o, "invtype", "INVTYPE_HEAD", "INVTYPE_SHOULDER", "INVTYPE_CHEST", "INVTYPE_ROBE"); -- Only Head, Shoulders, and Chest items. (azerite) modID(finalized, searchResults, 1); -- Normal end, ["bfa_azerite_armor_chest_warfront"] = function(finalized, searchResults, o) local select, pop, where, is, invtype, modID = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.is, ResolveFunctions.invtype, ResolveFunctions.modID; select(finalized, searchResults, o, "select", "headerID", -10057); -- War Effort pop(finalized, searchResults); -- Discard the War Effort Header and acquire the children. where(finalized, searchResults, o, "where", "mapID", 14); -- Arathi Highlands pop(finalized, searchResults); -- Discard the Map Header and acquire the children. where(finalized, searchResults, o, "where", "headerID", -1); -- Select the Common Boss Drop Header. pop(finalized, searchResults); -- Discard the Common Boss Drop Header and acquire the children. is(finalized, searchResults, o, "is", "itemID"); -- Only Items! invtype(finalized, searchResults, o, "invtype", "INVTYPE_HEAD", "INVTYPE_SHOULDER", "INVTYPE_CHEST", "INVTYPE_ROBE"); -- Only Head, Shoulders, and Chest items. (azerite) modID(finalized, searchResults, 5); -- iLvl 340 end, ["bfa_azerite_armor_chest_zonedrops"] = function(finalized, searchResults, o) local select, pop, where, is, invtype, myModID = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.is, ResolveFunctions.invtype, ResolveFunctions.myModID; -- World Quest Rewards select(finalized, searchResults, o, "select", "mapID", 896, -- Drustvar 942, -- Stormsong Valley 895, -- Tiragarde Sound 863, -- Nazmir 864, -- Vol'dun 862 -- Zuldazar ); -- Process the World Quest Rewards pop(finalized, searchResults); -- Discard the Map Headers and acquire all of their children. where(finalized, searchResults, o, "where", "headerID", -903); -- Select only the Zone Rewards Headers pop(finalized, searchResults); -- Discard the Zone Rewards Headers and acquire all of their children. -- Process the headers for the Azerite Armor pieces. is(finalized, searchResults, o, "is", "itemID"); -- Only Items! invtype(finalized, searchResults, o, "invtype", "INVTYPE_HEAD", "INVTYPE_SHOULDER", "INVTYPE_CHEST", "INVTYPE_ROBE"); -- Only Head, Shoulders, and Chest items. (azerite) myModID(finalized, searchResults, o); -- Apply matching ModID as source end, ["bfa_azerite_armor_chest"] = function(finalized, searchResults, o) local sub = ResolveFunctions.sub; local modID = o.modID; -- Conditional checks to see which subroutine applies to this chest if modID == 1 or modID == 2 then sub(finalized, searchResults, o, "sub", "bfa_azerite_armor_chest_dungeons"); return; end if modID == 5 then sub(finalized, searchResults, o, "sub", "bfa_azerite_armor_chest_warfront"); return; end sub(finalized, searchResults, o, "sub", "bfa_azerite_armor_chest_zonedrops"); end, ["legion_relinquished_base"] = function(finalized, searchResults, o) local select, pop, where, is, finalize, merge, extract = ResolveFunctions.select, ResolveFunctions.pop, ResolveFunctions.where, ResolveFunctions.is, ResolveFunctions.finalize, ResolveFunctions.merge, ResolveFunctions.extract; -- Legion Legendaries --[[ {"select", "npcID", 106655}, -- Arcanomancer Vridiel {"pop"}, -- Remove Arcanomancer Vridiel and push his children into the processing queue. { "exclude", "itemID", 154879, 157796 }, -- Exclude the Purified Titan Essence and the Awoken Titan Essence {"pop"}, -- Remove the Legendary Tokens and push the children into the processing queue. {"finalize"}, -- Push the items to the finalized list. ]]-- -- PVP Gear --[[ -- Demonic Combatant & Gladiator Season 7 Gear {"select", "headerID", -688}, -- Demonic Gladiator Season 7 {"pop"}, -- Remove Season Header and push the children into the processing queue. {"pop"}, -- Remove Faction Header and push the children into the processing queue. {"contains", "headerID", -660, -661}, -- Select only the Aspirant / Combatant Gear & Gladiator Headers. {"pop"}, -- Remove Aspirant / Combatant Gear Header and push the children into the processing queue. {"pop"}, -- Remove Class / Armor Header and push the children into the processing queue. {"finalize"}, -- Push the items to the finalized list. ]]-- -- Unsullied Gear select(finalized, searchResults, o, "select", "itemID", 152740, -- Unsullied Cloak 152738, -- Unsullied Cloth Cap 152734, -- Unsullied Cloth Mantle 153135, -- Unsullied Cloth Robes 152742, -- Unsullied Cloth Cuffs 153141, -- Unsullied Cloth Mitts 153156, -- Unsullied Cloth Sash 153154, -- Unsullied Cloth Leggings 153144, -- Unsullied Cloth Slippers 153139, -- Unsullied Leather Headgear 153145, -- Unsullied Leather Spaulders 153151, -- Unsullied Leather Tunic 153142, -- Unsullied Leather Armbands 152739, -- Unsullied Leather Grips 153148, -- Unsullied Leather Belt 152737, -- Unsullied Leather Trousers 153136, -- Unsullied Leather Treads 153147, -- Unsullied Mail Coif 153137, -- Unsullied Mail Spaulders 152741, -- Unsullied Mail Chestguard 153158, -- Unsullied Mail Bracers 153149, -- Unsullied Mail Gloves 152744, -- Unsullied Mail Girdle 153138, -- Unsullied Mail Legguards 153152, -- Unsullied Mail Boots 153155, -- Unsullied Plate Helmet 153153, -- Unsullied Plate Pauldrons 153143, -- Unsullied Plate Breasplate 153150, -- Unsullied Plate Vambraces 153157, -- Unsullied Plate Gauntlets 153140, -- Unsullied Plate Waistplate 153146, -- Unsullied Plate Greaves 152743, -- Unsullied Plate Sabatons 152736, -- Unsullied Necklace 152735, -- Unsullied Ring 152733, -- Unsullied Trinket 152799 -- Unsullied Relic ); pop(finalized, searchResults); -- Remove the Unsullied Tokens and push the children into the processing queue. finalize(finalized, searchResults); -- Push the Unsullied items to the finalized list. -- World Bosses select(finalized, searchResults, o, "select", "encounterID", 1790, -- Ana-Mouz 1956, -- Apocron 1883, -- Brutallus 1774, -- Calamir 1789, -- Drugon the Frostblood 1795, -- Flotsam 1770, -- Humongris 1769, -- Levantus 1884, -- Malificus 1783, -- Na'zak the Fiend 1749, -- Nithogg 1763, -- Shar'thos 1885, -- Si'vash 1756, -- The Soultakers 1796 -- Withered J'im ); finalize(finalized, searchResults); -- Push the unprocessed Bosses to the finalized list. -- Raids select(finalized, searchResults, o, "select", "instanceID", 768, -- Emerald Nightmare 861, -- Trial of Valor 786, -- The Nighthold 875 -- Tomb of Sargeras ); -- Process the Raids, Normal Mode Only Loot for bosses pop(finalized, searchResults); -- Discard the Instance Headers and acquire all of their children. where(finalized, searchResults, o, "where", "difficultyID", 14); -- Select only the Normal Difficulty Headers. pop(finalized, searchResults); -- Discard the Difficulty Headers and acquire all of their children. is(finalized, searchResults, o, "is", "encounterID"); -- Only use the encounters themselves, no zone drops. finalize(finalized, searchResults); -- Push the unprocessed Bosses to the finalized list. -- Dungeons select(finalized, searchResults, o, "select", "instanceID", 777, -- Assault on Violet Hold 740, -- Blackrook Hold 900, -- Cathedral of Eternal Night 800, -- Court of Stars 762, -- Darkheart Thicket 716, -- Eye of Azshara 721, -- Halls of Valor 727, -- Maw of Souls 767, -- Neltharion's Lair 860, -- Return to Karazhan 945, -- Seat of the Triumvirate 749, -- The Arcway 707 -- Vault of the Wardens ); -- Process the Dungeons, Mythic Mode Only Loot for bosses pop(finalized, searchResults); -- Discard the Instance Headers and acquire all of their children. where(finalized, searchResults, o, "where", "difficultyID", 23); -- Select only the Mythic Difficulty Headers. pop(finalized, searchResults); -- Discard the Difficulty Headers and acquire all of their children. finalize(finalized, searchResults); -- Push the unprocessed Bosses to the finalized list. -- World Quest Rewards select(finalized, searchResults, o, "select", "mapID", 905, -- Argus 630, -- Azsuna 646, -- Broken Shore 650, -- Highmountain 634, -- Stormheim 680, -- Suramar 641 -- Val'sharah ); -- Process the World Quest Rewards pop(finalized, searchResults); -- Discard the Map Headers and acquire all of their children. where(finalized, searchResults, o, "where", "headerID", -34); -- Select only the World Quest Headers pop(finalized, searchResults); -- Discard the World Quest Headers and acquire all of their children. is(finalized, searchResults, o, "is", "headerID"); -- Only use the item sets themselves, no zone drops. finalize(finalized, searchResults); -- Push the unprocessed Headers to the finalized list. merge(finalized, searchResults); -- Merge the finalized Groups back into the processing queue. extract(finalized, searchResults, o, "extract", "itemID"); -- Extract all Items end, ["legion_relinquished"] = function(finalized, searchResults, o, cmd, invtypes, ...) local sub, merge, invtype, contains, modID = ResolveFunctions.sub, ResolveFunctions.merge, ResolveFunctions.invtype, ResolveFunctions.contains, ResolveFunctions.modID; sub(finalized, searchResults, o, "sub", "legion_relinquished_base"); -- collect the base set of possible relinquished items merge(finalized, searchResults); -- merge them back to be processed invtype(finalized, searchResults, o, "invtype", unpack(invtypes)); -- invtypes is a table of inventory slot strings to filter if select("#", ...) > 0 then contains(finalized, searchResults, o, "contains", "f", ...); -- extra params are a set of allowed filterID (f) values end modID(finalized, searchResults, o, "modID", 43); -- apply the relinquished modID end, ["legion_relinquished_relic"] = function(finalized, searchResults, o, cmd, ...) local sub, merge, relictype, modID = ResolveFunctions.sub, ResolveFunctions.merge, ResolveFunctions.relictype, ResolveFunctions.modID; sub(finalized, searchResults, o, "sub", "legion_relinquished_base"); -- collect the base set of possible relinquished items merge(finalized, searchResults); -- merge them back to be processed if select("#", ...) > 0 then relictype(finalized, searchResults, o, "relictype", ...); -- only specific relic type(s) end modID(finalized, searchResults, o, "modID", 43); -- apply the relinquished modID end, }; -- Instruction to perform a specific subroutine using provided input values ResolveFunctions.sub = function(finalized, searchResults, o, cmd, sub, ...) local subroutine = SubroutineCache[sub]; -- new logic: no metatable cloning, no table creation for sub-commands if subroutine then -- app.PrintDebug("sub",o.hash,sub,...) subroutine(finalized, searchResults, o, cmd, ...); -- each subroutine result is finalized after being processed ResolveFunctions.finalize(finalized, searchResults); return; end print("Could not find subroutine", sub); end; local ResolveCache = {}; ResolveSymbolicLink = function(o) if o.resolved or (o.key and app.ThingKeys[o.key] and ResolveCache[o.hash]) then -- app.PrintDebug(o.resolved and "Object Resolve" or "Cache Resolve",o.hash,#(o.resolved or ResolveCache[o.hash])) local cloned = {}; MergeObjects(cloned, o.resolved or ResolveCache[o.hash], true); return cloned; end if o and o.sym then FinalizeModID = nil; PruneFinalized = nil; -- app.PrintDebug("Fresh Resolve:",o.hash) local searchResults, finalized = {}, {}; local cmd, cmdFunc; for _,sym in ipairs(o.sym) do cmd = sym[1]; cmdFunc = ResolveFunctions[cmd]; -- app.PrintDebug("sym: '",cmd,"' for",o.hash,"with:",unpack(sym)) if cmdFunc then cmdFunc(finalized, searchResults, o, unpack(sym)); else print("Unknown symlink command",cmd); end -- app.PrintDebug("Finalized",#finalized,"Results",#searchResults,"after '",cmd,"' for",o.hash,"with:",unpack(sym)) end -- If we have any pending finalizations to make, then merge them into the finalized table. [Equivalent to a "finalize" instruction] if #searchResults > 0 then for _,s in ipairs(searchResults) do tinsert(finalized, s); end end -- if app.DEBUG_PRINT then print("Forced Finalize",o.key,o.key and o[o.key],#finalized) end -- If we had any finalized search results, then clone all the records, store the results, and return them if #finalized > 0 then local cloned = {}; MergeObjects(cloned, finalized, true); -- if app.DEBUG_PRINT then print("Symbolic Link for", o.key,o.key and o[o.key], "contains", #cloned, "values after filtering.") end -- if any symlinks are left at the lowest level, go ahead and fill them -- Apply any modID if necessary if FinalizeModID then -- app.PrintDebug("Applying FinalizeModID",FinalizeModID) for _,s in ipairs(cloned) do if s.itemID then s.modID = FinalizeModID; end -- in symlinking a Thing to another Source, we are effectively declaring that it is Sourced within this Source, for the specific scope s.sourceParent = nil; s.parent = nil; if PruneFinalized then s.g = nil; end -- if somehow the symlink pulls in the same item as used as the source of the symlink, then skip putting it in the final group if s.hash and s.hash == o.hash then print("Symlink group pulled itself into finalized results!",o.hash) else FillSymLinks(s); end end else for _,s in ipairs(cloned) do -- in symlinking a Thing to another Source, we are effectively declaring that it is Sourced within this Source, for the specific scope s.sourceParent = nil; s.parent = nil; if PruneFinalized then s.g = nil; end -- if somehow the symlink pulls in the same item as used as the source of the symlink, then skip putting it in the final group if s.hash and s.hash == o.hash then print("Symlink group pulled itself into finalized results!",o.hash) else FillSymLinks(s); end end end if o.key and app.ThingKeys[o.key] then -- global resolve cache if it's a 'Thing' -- app.PrintDebug("Thing Results",o.hash) ResolveCache[o.hash] = cloned; elseif o.key ~= false then -- otherwise can store it in the object itself (like a header from the Main list with symlink), if it's not specifically a pseudo-symlink resolve group o.resolved = cloned; -- app.PrintDebug("Object Results",o.hash) end return cloned; else -- if app.DEBUG_PRINT then print("Symbolic Link for ", o.key, " ",o.key and o[o.key], " contained no values after filtering.") end end end end local function ResolveSymlinkGroupAsync(group) -- app.PrintDebug("RSGa",group.hash) local groups = ResolveSymbolicLink(group); if groups then PriorityNestObjects(group, groups, nil, app.RecursiveGroupRequirementsFilter); group.sym = nil; -- app.PrintDebug("RSGa",group.g and #group.g,group.hash) -- newly added group data needs to be checked again for further content to fill, since it will not have been recursively checked -- on the initial pass due to the async nature app.FillGroups(group); BuildGroups(group); -- auto-expand the symlink group ExpandGroupsRecursively(group, true); app.DirectGroupUpdate(group); end end -- Fills the symlinks within a group by using an 'async' process to spread the filler function over multiple game frames to reduce stutter or apparent lag app.FillSymlinkAsync = function(o) app.FunctionRunner.Run(ResolveSymlinkGroupAsync, o); end end)(); local function BuildContainsInfo(item, entries, indent, layer) if item and item.g then for i,group in ipairs(item.g) do -- If there's progress to display, then let's summarize a bit better. if group.visible then -- Insert into the display. -- app.PrintDebug("INCLUDE",app.DEBUG_PRINT,GetProgressTextForRow(group),group.hash,group.key,group.key and group[group.key]) local o = { group = group, right = GetProgressTextForRow(group) }; local indicator = app.GetIndicatorIcon(group); o.prefix = indicator and (string.sub(indent, 4) .. "|T" .. indicator .. ":0|t ") or indent; tinsert(entries, o); -- Only go down one more level. if layer < 4 -- if there are sub groups and group.g and #group.g > 0 -- not for things with a parent unless the parent has no difficultyID and (not group.parent or not group.parent.difficultyID) then BuildContainsInfo(group, entries, indent .. " ", layer + 1); end -- else -- if app.DEBUG_PRINT then print("EXCLUDE",app.DEBUG_PRINT,GetProgressTextForRow(group),group.hash,group.key,group.key and group[group.key]) end end end end end -- Fields on groups which can be utilized in tooltips to show additional Source location info for that group (by order of priority) app.TooltipSourceFields = { "professionID", "mapID", "maps", "instanceID", "npcID", "questID" }; local function GetCachedSearchResults(search, method, paramA, paramB, ...) -- app.PrintDebug("GetCachedSearchResults",search,method,paramA,paramB,...) if not search or search:find("%[]") then return; end local cache = searchCache[search]; if cache then return cache; end -- This method can be called nested, and some logic should only process for the initial call local topLevelSearch; if not app.InitialCachedSearch then -- app.PrintDebug("TopLevelSearch",paramA,paramB,...) app.InitialCachedSearch = search; topLevelSearch = true; end -- Determine if this tooltip needs more work the next time it refreshes. if not paramA then paramA = ""; end local working, info = false, {}; -- Call to the method to search the database. local rawlink; -- Store the raw search link if no paramB if paramB then paramB = tonumber(paramB); else rawlink = paramA; end local group, a, b = method(paramA, paramB, ...); -- app.PrintDebug("Raw Search",search,a,b,group and #group, ...); if not group then group = {}; end if a then paramA = a; end if b then paramB = b; end -- Clean results which are cached under 'Source Ignored' content since they've been copied from another Source and we don't care about them in search results group = app.CleanSourceIgnoredGroups(group); -- app.PrintDebug("Removed Source Ignored",#group) -- For Creatures and Encounters that are inside of an instance, we only want the data relevant for the instance + difficulty. if paramA == "creatureID" or paramA == "encounterID" then if group and #group > 0 then local difficultyID = (IsInInstance() and select(3, GetInstanceInfo())) or (paramA == "encounterID" and EJ_GetDifficulty()) or 0; -- print("difficultyID",difficultyID,"params",paramA,paramB) if difficultyID > 0 then local subgroup = {}; for _,j in ipairs(group) do -- print("Check",j.hash,GetRelativeValue(j, "difficultyID")) if GetRelativeDifficulty(j, difficultyID) then -- print("Match Difficulty") tinsert(subgroup, j); end end group = subgroup; end end elseif paramA == "achievementID" then local regroup = {}; local criteriaID = ...; for i,j in ipairs(group) do if j.criteriaID == criteriaID then -- Don't do anything for things linked to maps/with no parents since it will show everything from the map in the tooltip... if j.mapID or not j.parent or not j.parent.parent then tinsert(regroup, setmetatable({["g"] = {}}, { __index = j })); else tinsert(regroup, j); end end end group = regroup; elseif paramA == "azeriteEssenceID" then local regroup = {}; local rank = ...; if app.MODE_ACCOUNT then for i,j in ipairs(group) do if j.rank == rank and app.RecursiveUnobtainableFilter(j) then if j.mapID or j.parent == nil or j.parent.parent == nil then tinsert(regroup, setmetatable({["g"] = {}}, { __index = j })); else tinsert(regroup, j); end end end else for i,j in ipairs(group) do if j.rank == rank and app.RecursiveClassAndRaceFilter(j) and app.RecursiveUnobtainableFilter(j) and app.RecursiveGroupRequirementsFilter(j) then if j.mapID or j.parent == nil or j.parent.parent == nil then tinsert(regroup, setmetatable({["g"] = {}}, { __index = j })); else tinsert(regroup, j); end end end end group = regroup; elseif paramA == "titleID" then -- Don't do anything local regroup = {}; if app.MODE_ACCOUNT then for i,j in ipairs(group) do if app.RecursiveUnobtainableFilter(j) then tinsert(regroup, setmetatable({["g"] = {}}, { __index = j })); end end else for i,j in ipairs(group) do if app.RecursiveClassAndRaceFilter(j) and app.RecursiveUnobtainableFilter(j) and app.RecursiveGroupRequirementsFilter(j) then tinsert(regroup, setmetatable({["g"] = {}}, { __index = j })); end end end group = regroup; elseif paramA == "followerID" then -- Don't do anything local regroup = {}; if app.MODE_ACCOUNT then for i,j in ipairs(group) do if app.RecursiveUnobtainableFilter(j) then tinsert(regroup, setmetatable({["g"] = {}}, { __index = j })); end end else for i,j in ipairs(group) do if app.RecursiveClassAndRaceFilter(j) and app.RecursiveUnobtainableFilter(j) and app.RecursiveGroupRequirementsFilter(j) then tinsert(regroup, setmetatable({["g"] = {}}, { __index = j })); end end end group = regroup; else -- Determine if this is a cache for an item local itemID, sourceID, modID, bonusID, itemString; if not paramB then itemString = string.match(paramA, "item[%-?%d:]+"); if itemString then sourceID = GetSourceID(paramA); -- print("ParamA SourceID",sourceID,paramA) if topLevelSearch and app.Settings:GetTooltipSetting("itemString") then tinsert(info, { left = itemString }); end local _, itemID2, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, specializationID, upgradeId, linkModID, numBonusIds, bonusID1 = strsplit(":", itemString); if itemID2 then itemID = tonumber(itemID2); modID = tonumber(linkModID) or 0; if modID == 0 then modID = nil; end bonusID = (tonumber(numBonusIds) or 0) > 0 and tonumber(bonusID1) or 3524; if bonusID == 3524 then bonusID = nil; end paramA = "itemID"; paramB = GetGroupItemIDWithModID(nil, itemID, modID, bonusID) or itemID; end if #group > 0 then for i,j in ipairs(group) do if j.modItemID == paramB then if j.u and j.u == 2 and (not app.IsBoP(j)) and (tonumber(numBonusIds) or 0) > 0 then if topLevelSearch then tinsert(info, { left = L["RECENTLY_MADE_OBTAINABLE"] }); end end end end end else local kind, id = strsplit(":", paramA); kind = string_lower(kind); if id then id = tonumber(id); end if kind == "itemid" then paramA = "itemID"; paramB = id; itemID = id; elseif kind == "questid" then paramA = "questID"; paramB = id; elseif kind == "creatureid" or kind == "npcid" then paramA = "creatureID"; paramB = id; elseif kind == "achievementid" then paramA = "achievementID"; paramB = id; end end elseif paramA == "itemID" then -- itemID should only be the itemID, not including modID itemID = GetItemIDAndModID(paramB) or paramB; end if itemID then -- Merge the source group for all matching Sources of the search results local sourceGroup; for i,j in ipairs(group.g or group) do -- app.PrintDebug("sourceGroup?",j.key,j.key and j[j.key],j.modItemID) if sourceID and GroupMatchesParams(j, "s", sourceID) then -- app.PrintDebug("sourceID match",sourceID) if sourceGroup then MergeProperties(sourceGroup, j) else sourceGroup = CreateObject(j); end elseif GroupMatchesParams(j, paramA, paramB) then -- app.PrintDebug("exact match",paramA,paramB) if sourceGroup then MergeProperties(sourceGroup, j, true) else sourceGroup = CreateObject(j); end elseif GroupMatchesParams(j, paramA, paramB, true) then -- app.PrintDebug("match",paramA,paramB) if sourceGroup then MergeProperties(sourceGroup, j, true) else sourceGroup = CreateObject(j); end end end if not sourceGroup then sourceGroup = {}; end -- Show the unobtainable source text, if necessary. if sourceGroup.key then -- Acquire the SourceID if it hadn't been determined yet. if not sourceID and sourceGroup.link then sourceID = GetSourceID(sourceGroup.link) or sourceGroup.s; end else sourceGroup.missing = true; end if topLevelSearch then if sourceID then local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID); if sourceInfo and (sourceInfo.quality or 0) > 1 then local allVisualSources = C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID) or app.EmptyTable; if #allVisualSources < 1 then -- Items with SourceInfo which don't register as having any visual data... -- This typically happens on Items which can have a collectible SourceID, but not usable for Transmog tinsert(info, 1, { left = L["FORCE_REFRESH_REQUIRED"], wrap = true, color = app.Colors.TooltipDescription }); end if app.Settings:GetTooltipSetting("SharedAppearances") then local text; if app.Settings:GetTooltipSetting("OnlyShowRelevantSharedAppearances") then -- The user doesn't want to see Shared Appearances that don't match the item's requirements. for i,otherSourceID in ipairs(allVisualSources) do if otherSourceID == sourceID and not sourceGroup.missing then if app.Settings:GetTooltipSetting("IncludeOriginalSource") then local link = sourceGroup.link or sourceGroup.silentLink; if not link then link = RETRIEVING_DATA; working = true; end if sourceGroup.u then local texture = GetUnobtainableTexture(sourceGroup); if texture then text = "|T" .. texture .. ":0|t"; else text = " "; end else text = " "; end tinsert(info, { left = text .. link .. (app.Settings:GetTooltipSetting("itemID") and " (*)" or ""), right = GetCollectionIcon(ATTAccountWideData.Sources[sourceID])}); end else local otherATTSource = app.SearchForObject("s", otherSourceID); if otherATTSource then -- Only show Shared Appearances that match the requirements for this class to prevent people from assuming things. if (sourceGroup.f == otherATTSource.f or sourceGroup.f == 2 or otherATTSource.f == 2) and not otherATTSource.nmc and not otherATTSource.nmr then local link = otherATTSource.link or otherATTSource.silentLink; local otherItemID = otherATTSource.modItemID or otherATTSource.itemID or otherATTSource.silentItemID; if not link then link = RETRIEVING_DATA; working = true; end if otherATTSource.u then local texture = GetUnobtainableTexture(otherATTSource); if texture then text = "|T" .. texture .. ":0|t"; else text = " "; end else text = " "; end tinsert(info, { left = text .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherItemID or "???") .. ")") or ""), right = GetCollectionIcon(otherATTSource.collected)}); end else local otherSource = C_TransmogCollection_GetSourceInfo(otherSourceID); if otherSource then local link = select(2, GetItemInfo(otherSource.itemID)); if not link then link = RETRIEVING_DATA; working = true; end text = " |CFFFF0000!|r " .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherSourceID == sourceID and "*" or otherSource.itemID or "???") .. ")") or ""); if otherSource.isCollected then ATTAccountWideData.Sources[otherSourceID] = 1; end tinsert(info, { left = text .. " |CFFFF0000(" .. (link == RETRIEVING_DATA and "INVALID BLIZZARD DATA " or "MISSING IN ATT ") .. otherSourceID .. ")|r", right = GetCollectionIcon(otherSource.isCollected)}); -- This is debug info for contribs, do not localize it end end end end else -- This is where we need to calculate the requirements differently because Unique Mode users are extremely frustrating. for i,otherSourceID in ipairs(allVisualSources) do if otherSourceID == sourceID and not sourceGroup.missing then if app.Settings:GetTooltipSetting("IncludeOriginalSource") then local link = sourceGroup.link or sourceGroup.silentLink; if not link then link = RETRIEVING_DATA; working = true; end if sourceGroup.u then local texture = GetUnobtainableTexture(sourceGroup); if texture then text = "|T" .. texture .. ":0|t"; else text = " "; end else text = " "; end tinsert(info, { left = text .. link .. (app.Settings:GetTooltipSetting("itemID") and " (*)" or ""), right = GetCollectionIcon(ATTAccountWideData.Sources[sourceID])}); end else local otherATTSource = app.SearchForObject("s", otherSourceID); if otherATTSource then -- Show information about the appearance: local failText = ""; local link = otherATTSource.link or otherATTSource.silentLink; if not link then link = RETRIEVING_DATA; working = true; end if otherATTSource.u then local texture = GetUnobtainableTexture(otherATTSource); if texture then text = "|T" .. texture .. ":0|t"; else text = " "; end else text = " "; end local otherItemID = otherATTSource.modItemID or otherATTSource.itemID or otherATTSource.silentItemID; text = text .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherItemID or "???") .. ")") or ""); -- Show all of the reasons why an appearance does not meet given criteria. -- Only show Shared Appearances that match the requirements for this class to prevent people from assuming things. if sourceGroup.f ~= otherATTSource.f then -- This is NOT the same type. Therefore, no credit for you! if #failText > 0 then failText = failText .. ", "; end failText = failText .. (L["FILTER_ID_TYPES"][otherATTSource.f] or "???"); elseif otherATTSource.nmc then -- This is NOT for your class. Therefore, no credit for you! if #failText > 0 then failText = failText .. ", "; end -- failText = failText .. "Class Locked"; for i,classID in ipairs(otherATTSource.c) do if i > 1 then failText = failText .. ", "; end failText = failText .. (GetClassInfo(classID) or "???"); end elseif otherATTSource.nmr then -- This is NOT for your race. Therefore, no credit for you! if #failText > 1 then failText = failText .. ", "; end failText = failText .. L["RACE_LOCKED"]; else -- Should be fine end if #failText > 0 then text = text .. " |CFFFF0000(" .. failText .. ")|r"; end tinsert(info, { left = text, right = GetCollectionIcon(otherATTSource.collected)}); else local otherSource = C_TransmogCollection_GetSourceInfo(otherSourceID); if otherSource and (otherSource.quality or 0) > 1 then local link = select(2, GetItemInfo(otherSource.itemID)); if not link then link = RETRIEVING_DATA; working = true; end text = " |CFFFF0000!|r " .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherSourceID == sourceID and "*" or otherSource.itemID or "???") .. ")") or ""); if otherSource.isCollected then ATTAccountWideData.Sources[otherSourceID] = 1; end tinsert(info, { left = text .. " |CFFFF0000(" .. (link == RETRIEVING_DATA and "INVALID BLIZZARD DATA " or "MISSING IN ATT ") .. otherSourceID .. ")|r", right = GetCollectionIcon(otherSource.isCollected)}); -- This is debug info for contribs, do not localize it end end end end end end -- Special case to double-check VisualID collection in Unique/Main modes because blizzard doesn't return consistent data -- non-collected SourceID, non-collected* for Account, and in Unique Mode if not sourceInfo.isCollected and not rawget(ATTAccountWideData.Sources, sourceID) and not app.Settings:Get("Completionist") then local collected = app.ItemSourceFilter(sourceInfo); if collected then -- if this is true here, that means C_TransmogCollection_GetAllAppearanceSources() for this SourceID's VisualID -- does not return this SourceID, so it doesn't get flagged by the refresh logic and we need to track it manually for -- this Account as being 'collected' if topLevelSearch then tinsert(info, { left = Colorize(L["ADHOC_UNIQUE_COLLECTED_INFO"], app.Colors.ChatLinkError) }); end -- if the tooltip immediately refreshes for whatever reason the -- store this SourceID as being collected* so it can be properly collected* during force refreshes in the future without requiring a tooltip search if not ATTAccountWideData.BrokenUniqueSources then ATTAccountWideData.BrokenUniqueSources = {}; end local uniqueSources = ATTAccountWideData.BrokenUniqueSources; rawset(uniqueSources, sourceID, 1); end end if app.IsReady and sourceGroup.missing and itemID ~= 53097 then tinsert(info, { left = Colorize("Item Source not found in the " .. app.Version .. " database.\n" .. L["SOURCE_ID_MISSING"], app.Colors.ChatLinkError) }); -- Do not localize first part of the message, it is for contribs tinsert(info, { left = Colorize(sourceID .. ":" .. tostring(sourceInfo.visualID), app.Colors.SourceIgnored) }); tinsert(info, { left = Colorize(itemString, app.Colors.SourceIgnored) }); end if app.Settings:GetTooltipSetting("visualID") then tinsert(info, { left = L["VISUAL_ID"], right = tostring(sourceInfo.visualID) }); end if app.Settings:GetTooltipSetting("sourceID") then tinsert(info, { left = L["SOURCE_ID"], right = sourceID .. " " .. GetCollectionIcon(sourceInfo.isCollected) }); end end end if app.Settings:GetTooltipSetting("itemID") then tinsert(info, { left = L["ITEM_ID"], right = tostring(itemID) }); end if modID and app.Settings:GetTooltipSetting("modID") then tinsert(info, { left = "Mod ID", right = tostring(modID) }); end if bonusID and app.Settings:GetTooltipSetting("bonusID") then tinsert(info, { left = "Bonus ID", right = tostring(bonusID) }); end if app.Settings:GetTooltipSetting("SpecializationRequirements") then local specs = GetFixedItemSpecInfo(itemID); -- specs is already filtered/sorted to only current class if specs and #specs > 0 then tinsert(info, { right = GetSpecsString(specs, true, true) }); elseif sourceID then tinsert(info, { right = L["NOT_AVAILABLE_IN_PL"] }); end end if app.Settings:GetTooltipSetting("Progress") and IsArtifactRelicItem(itemID) then -- If the item is a relic, then let's compare against equipped relics. local relicType = select(3, C_ArtifactUI.GetRelicInfoByItemID(itemID)); local myArtifactData = app.CurrentCharacter.ArtifactRelicItemLevels; if myArtifactData then local progress, total = 0, 0; local relicItemLevel = select(1, GetDetailedItemLevelInfo(search)) or 0; for relicID,artifactData in pairs(myArtifactData) do local infoString; for relicSlotIndex,relicData in pairs(artifactData) do if relicData.relicType == relicType then if infoString then infoString = infoString .. " | " .. relicData.iLvl; else infoString = relicData.iLvl; end total = total + 1; if relicData.iLvl >= relicItemLevel then progress = progress + 1; infoString = infoString .. " " .. GetCompletionIcon(1); else infoString = infoString .. " " .. GetCompletionIcon(); end end end if infoString then local itemLink = select(2, GetItemInfo(relicID)); tinsert(info, 1, { left = itemLink and (" " .. itemLink) or RETRIEVING_DATA, right = L["iLvl"] .. " " .. infoString, }); end end if total > 0 then tinsert(group, { itemID=itemID, total=total, progress=progress}); tinsert(info, 1, { left = L["ARTIFACT_RELIC_COMPLETION"], right = L[progress == total and "TRADEABLE" or "NOT_TRADEABLE"] }); end else tinsert(info, 1, { left = L["ARTIFACT_RELIC_CACHE"], wrap = true, color = app.Colors.TooltipDescription }); end end end end end -- Create a list of sources -- app.PrintDebug("SourceLocations?",topLevelSearch,app.Settings:GetTooltipSetting("SourceLocations"),paramA,app.Settings:GetTooltipSetting(paramA == "creatureID" and "SourceLocations:Creatures" or "SourceLocations:Things")) if topLevelSearch and app.Settings:GetTooltipSetting("SourceLocations") and (not paramA or (paramA ~= "encounterID" and app.Settings:GetTooltipSetting(paramA == "creatureID" and "SourceLocations:Creatures" or "SourceLocations:Things"))) then local temp, text, parent = {}; local unfiltered, uTexture = {}; local showUnsorted = app.Settings:GetTooltipSetting("SourceLocations:Unsorted"); local showCompleted = app.Settings:GetTooltipSetting("SourceLocations:Completed"); local wrap = app.Settings:GetTooltipSetting("SourceLocations:Wrapping"); local abbrevs = L["ABBREVIATIONS"]; for _,j in ipairs(group.g or group) do parent = j.parent; -- app.PrintDebug("SourceLine?",parent and parent.hash,parent and parent.hideText,parent and parent.parent,app.IsComplete(j),app.HasCost(j, paramA, paramB)) if parent and not parent.hideText and parent.parent and (showCompleted or not app.IsComplete(j)) and not app.HasCost(j, paramA, paramB) then text = BuildSourceText(paramA ~= "itemID" and parent or j, paramA ~= "itemID" and 1 or 0); if showUnsorted or (not string.match(text, L["UNSORTED_1"]) and not string.match(text, L["HIDDEN_QUEST_TRIGGERS"])) then for source,replacement in pairs(abbrevs) do text = string.gsub(text, source, replacement); end -- doesn't meet current unobtainable filters if not app.RecursiveUnobtainableFilter(j) then tinsert(unfiltered, text .. " |TInterface\\FriendsFrame\\StatusIcon-DnD:0|t"); -- from obtainable, different character source elseif not app.RecursiveClassAndRaceFilter(j) then tinsert(temp, text .. " |TInterface\\FriendsFrame\\StatusIcon-Away:0|t"); else -- check if this needs an unobtainable icon even though it's being shown uTexture = GetUnobtainableTexture(j.u or app.RecursiveFirstParentWithField(parent, "u")); -- add the texture to the source line if uTexture then text = text .. " |T" .. uTexture .. ":0|t"; end tinsert(temp, text); end end end end -- if in Debug or no sources visible, add any unfiltered sources if app.MODE_DEBUG or (#temp < 1 and not (paramA == "creatureID" or paramA == "encounterID")) then for _,j in ipairs(unfiltered) do tinsert(temp, j); end end if #temp > 0 then local listing = {}; local maximum = app.Settings:GetTooltipSetting("Locations"); app.Sort(temp, app.SortDefaults.Text); for i,j in ipairs(temp) do if not contains(listing, j) then tinsert(listing, 1, j); end end local count = #listing; if count > maximum + 1 then for i=count,maximum + 1,-1 do table.remove(listing, 1); end tinsert(listing, 1, L["AND_"] .. (count - maximum) .. L["_OTHER_SOURCES"] .. "..."); end for i,text in ipairs(listing) do if not working and text:find(RETRIEVING_DATA) then working = true; end local left, right = strsplit(DESCRIPTION_SEPARATOR, text); tinsert(info, 1, { left = left, right = right, wrap = wrap }); end end end -- Create clones of the search results if not group.g then -- Clone all the groups so that things don't get modified in the Source local cloned = {}; local clearSourceParent = #group > 1; for _,o in ipairs(group) do tinsert(cloned, CreateObject(o)); end -- replace the Source references with the cloned references group = cloned; -- Find or Create the root group for the search results, and capture the results which need to be nested instead local root; local nested = {}; -- app.PrintDebug("Find Root for",paramA,paramB,"#group",group and #group); -- check for Item groups in a special way to account for extra ID's if paramA == "itemID" then local refinedMatches = app.GroupBestMatchingItems(group, paramB); if refinedMatches then -- move from depth 3 to depth 1 to find the set of items which best matches for the root for depth=3,1,-1 do if refinedMatches[depth] then -- print("refined",depth,#refinedMatches[depth]) if not root then for _,o in ipairs(refinedMatches[depth]) do -- object meets filter criteria and is exactly what is being searched if app.RecursiveGroupRequirementsFilter(o) then -- print("filtered root"); if root then local otherRoot = root; -- print("replace root",otherRoot.key,otherRoot[otherRoot.key]); root = o; MergeProperties(root, otherRoot); -- previous root content will be nested after if otherRoot.g then MergeObjects(nested, otherRoot.g); end else root = o; end else -- print("unfiltered root",o.key,o[o.key],o.modItemID,paramB); if root then MergeProperties(root, o, true); else root = o; end end end else for _,o in ipairs(refinedMatches[depth]) do -- Not accurate matched enough to be the root, so it will be nested -- print("nested") tinsert(nested, o); end end end end end else for _,o in ipairs(group) do -- If the obj "is" the root obj -- print(o.key,o[o.key],o.modItemID,"=parent>",o.parent and o.parent.key,o.parent and o.parent.key and o.parent[o.parent.key]); if GroupMatchesParams(o, paramA, paramB) then -- object meets filter criteria and is exactly what is being searched if app.RecursiveGroupRequirementsFilter(o) then -- print("filtered root"); if root then local otherRoot = root; -- print("replace root",otherRoot.key,otherRoot[otherRoot.key]); root = o; MergeProperties(root, otherRoot); -- previous root content will be nested after if otherRoot.g then MergeObjects(nested, otherRoot.g); end else root = o; end else -- print("unfiltered root",o.key,o[o.key],o.modItemID,paramB); if root then MergeProperties(root, o, true); else root = o; end end else -- Not the root, so it will be nested -- print("nested") tinsert(nested, o); end end end if not root then -- app.PrintDebug("Create New Root",paramA,paramB) root = CreateObject({ [paramA] = paramB }); end -- If rawLink exists, import it into the root if rawlink then app.ImportRawLink(root, rawlink); end -- Ensure the param values are consistent with the new root object values (basically only affects creatureID) paramA, paramB = root.key, root[root.key]; -- Special Case for itemID, need to use the modItemID for accuracy in item matching if paramA == "itemID" then paramB = root.modItemID or paramB; end -- app.PrintDebug("Root",root.key,root[root.key],root.modItemID); -- app.PrintTable(root) -- app.PrintDebug("Root Collect",root.collectible,root.collected); -- app.PrintDebug("params",paramA,paramB); -- app.PrintDebug(#nested,"Nested total"); -- Nest the objects by matching filter priority if it's not a currency if paramA ~= "currencyID" then PriorityNestObjects(root, nested, nil, app.RecursiveGroupRequirementsFilter); else -- do roughly the same logic for currency, but will not add the skipped objects afterwards local added = {}; for i,o in ipairs(nested) do -- If the obj meets the recursive group filter if app.RecursiveGroupRequirementsFilter(o) then -- Merge the obj into the merged results -- print("Merge object",o.key,o[o.key]) tinsert(added, o); end end -- Nest the added objects NestObjects(root, added); end -- if not root.key then -- app.PrintDebug("UNKNOWN ROOT GROUP",paramA,paramB) -- app.PrintTable(root) -- end -- Single group which matches the root, then collapse it -- This could only happen if a Thing is literally listed underneath itself... if root.g and #root.g == 1 then local o = root.g[1]; -- if not o.key then -- app.PrintDebug("UNKNOWN OBJECT GROUP",paramA,paramB) -- app.PrintTable(o) -- end if o.key then -- print("Check Single",root.key,root.key and root[root.key],o.key and root[o.key],o.key,o.key and o[o.key],root.key and o[root.key]) -- Heroic Tusks of Mannoroth triggers this logic if (root[o.key] == o[o.key]) or (root[root.key] == o[root.key]) then -- print("Single group") root.g = nil; MergeProperties(root, o, true); end end end -- Replace as the group group = root; -- Ensure no weird parent references attached to the base search result if there were multiple search results group.parent = nil; if clearSourceParent then group.sourceParent = nil; end -- app.PrintDebug(group.g and #group.g,"Merge total"); -- app.PrintDebug("Final Group",group.key,group[group.key],group.collectible,group.collected,group.parent,group.sourceParent,rawget(group, "parent"),rawget(group, "sourceParent")); -- app.PrintDebug("Group Type",group.__type) -- Special cases -- Don't show nested criteria of achievements (unless loading popout/row content) if group.g and group.key == "achievementID" and app.SetSkipPurchases() < 2 then local noCrits = {}; -- print("achieve group",#group.g) for i=1,#group.g do if group.g[i].key ~= "criteriaID" then tinsert(noCrits, group.g[i]); end end group.g = noCrits; -- print("achieve nocrits",#group.g) end -- Resolve Cost, but not if the search itself was skipped (Mark of Honor) if method ~= app.EmptyFunction then -- Fill up the group app.FillGroups(group); -- Sort by the heirarchy of the group app.Sort(group.g, app.SortDefaults.Hierarchy, true); end -- Only need to build/update groups from the top level if topLevelSearch then BuildGroups(group, group.g); app.TopLevelUpdateGroup(group); end -- delete sub-groups if there are none elseif #group.g == 0 then group.g = nil; end if topLevelSearch then -- Add various text to the group now that it has been consolidated from all sources if group.isLimited then tinsert(info, 1, { left = L.LIMITED_QUANTITY, wrap = false, color = app.Colors.TooltipDescription }); end -- Description for Items if group.lore and app.Settings:GetTooltipSetting("Lore") then tinsert(info, 1, { left = group.lore, wrap = true, color = app.Colors.TooltipLore }); end if group.description and app.Settings:GetTooltipSetting("Descriptions") then tinsert(info, 1, { left = group.description, wrap = true, color = app.Colors.TooltipDescription }); end if group.rwp then tinsert(info, 1, { left = GetRemovedWithPatchString(group.rwp), wrap = true, color = app.Colors.RemovedWithPatch }); end if group.awp then tinsert(info, 1, { left = GetAddedWithPatchString(group.awp), wrap = true, color = app.Colors.AddedWithPatch }); end if group.u and (not group.crs or group.itemID or group.s) then tinsert(info, { left = L["UNOBTAINABLE_ITEM_REASONS"][group.u][2], wrap = true }); end -- an item used for a faction which is repeatable if group.itemID and group.factionID and group.repeatable then tinsert(info, { left = L["ITEM_GIVES_REP"] .. (select(1, GetFactionInfoByID(group.factionID)) or ("Faction #" .. tostring(group.factionID))) .. "'", wrap = true, color = app.Colors.TooltipDescription }); end -- Pet Battles if group.pb then tinsert(info, { left = L["REQUIRES_PETBATTLES"] }); end -- PvP if group.pvp then tinsert(info, { left = L["REQUIRES_PVP"] }); end if paramA == "itemID" and paramB == 137642 then if app.Settings:GetTooltipSetting("SummarizeThings") then tinsert(info, 1, { left = L["MARKS_OF_HONOR_DESC"], color = app.Colors.SourceIgnored }); end end if group.g and app.Settings:GetTooltipSetting("SummarizeThings") then -- app.PrintDebug("SummarizeThings",group.hash,group.g and #group.g) local entries = {}; -- app.DEBUG_PRINT = "CONTAINS-"..group.hash; BuildContainsInfo(group, entries, " ", app.noDepth and 99 or 1); -- app.DEBUG_PRINT = nil; -- app.PrintDebug(entries and #entries,"contains entries") if #entries > 0 then local left, right; local tooltipSourceFields = app.TooltipSourceFields; tinsert(info, { left = L["CONTAINS"] }); local containCount, item, entry = math.min(app.Settings:GetTooltipSetting("ContainsCount") or 25, #entries); local RecursiveParentField, SearchForObject = app.RecursiveFirstParentWithField, app.SearchForObject; for i=1,containCount do item = entries[i]; entry = item.group; left = entry.text or RETRIEVING_DATA; if not working and (left == RETRIEVING_DATA or left:find("%[]")) then working = true; end -- If this entry has a specific Class requirement and is not itself a 'Class' header, tack that on as well if entry.c and entry.key ~= "classID" and #entry.c == 1 then local class = GetClassInfo(entry.c[1]); left = left .. " [" .. app.TryColorizeName(entry, class) .. "]"; end if entry.icon then item.prefix = item.prefix .. "|T" .. entry.icon .. ":0|t "; end -- If this entry has specialization requirements, let's attempt to show the specialization icons. right = item.right; local specs = entry.specs; if specs and #specs > 0 then right = GetSpecsString(specs, false, false) .. right; end -- If this entry has customCollect requirements, list them for clarity if entry.customCollect then for i,c in ipairs(entry.customCollect) do local icon_color_str = L["CUSTOM_COLLECTS_REASONS"][c]["icon"].." |c"..L["CUSTOM_COLLECTS_REASONS"][c]["color"]..L["CUSTOM_COLLECTS_REASONS"][c]["text"]; if i > 1 then right = icon_color_str .. " / " .. right; else right = icon_color_str .. " " .. right; end end end -- If this entry is an Item, show additional Source information for that Item (since it needs to be acquired in a specific location most-likely) if entry.itemID and paramA ~= "npcID" and paramA ~= "encounterID" then -- Add the Zone name local field, id; for _,v in ipairs(tooltipSourceFields) do id = RecursiveParentField(entry, v, true); -- print("check",v,id) if id then field = v; break; end end local locationGroup, locationName; -- convert maps if field == "maps" then -- if only a few maps, list them all local count = #id; if count == 1 then id = id[1]; locationGroup = C_Map_GetMapInfo(id); locationName = locationGroup and (locationGroup.name or locationGroup.text); else local mapsConcat, names, name = {}, {}; for i=1,count,1 do name = C_Map_GetMapInfo(id[i]).name; if not names[name] then names[name] = true; tinsert(mapsConcat, name); end end -- up to 3 unqiue map names displayed if #mapsConcat < 4 then locationName = app.TableConcat(mapsConcat, nil, nil, "/"); else mapsConcat[4] = "+++"; locationName = app.TableConcat(mapsConcat, nil, nil, "/", 1, 4); end end else locationGroup = SearchForObject(field, id) or (id and field == "mapID" and C_Map_GetMapInfo(id)); locationName = locationGroup and (locationGroup.name or locationGroup.text); end -- print("contains info",entry.itemID,field,id,locationGroup,locationName) if locationName then -- Add the immediate parent group Vendor name local rawParent, sParent = rawget(entry, "parent"), entry.sourceParent; -- the source entry is different from the raw parent and the search context, then show the source parent text for reference if sParent and sParent.text and not GroupMatchesParams(rawParent, sParent.key, sParent[sParent.key]) and not GroupMatchesParams(sParent, paramA, paramB) then right = locationName .. " > " .. sParent.text .. " " .. right; else right = locationName .. " " .. right; end -- else -- print("No Location name for item",entry.itemID,id,field) end end -- If this entry is an Achievement Criteria (whose raw parent is not the Achievement) then show the Achievement if entry.criteriaID and entry.achievementID then local rawParent = rawget(entry, "parent"); if not rawParent or rawParent.achievementID ~= entry.achievementID then local critAch = SearchForObject("achievementID", entry.achievementID); left = left .. " > " .. critAch.text; end end tinsert(info, { left = item.prefix .. left, right = right }); end if #entries - containCount > 0 then tinsert(info, { left = L["AND_"] .. (#entries - containCount) .. L["_MORE"] .. "..." }); end if app.Settings:GetTooltipSetting("Currencies") then -- app.PrintDebug("Currencies",group.hash,#entries) local costCollectibles = group.costCollectibles; -- app.PrintDebug("costCollectibles",group.hash,costCollectibles and #costCollectibles) if costCollectibles and #costCollectibles > 0 then local costAmounts = app.BuildCostTable(costCollectibles, paramB); local currencyCount, CheckCollectible = 0, app.CheckCollectible; local entryGroup, collectible, collected; for _,costEntry in ipairs(entries) do entryGroup = costEntry.group; collectible, collected = CheckCollectible(entryGroup); -- anything shown in the tooltip which is not collected according to the user's settings should be considered for the cost if collectible and not collected then -- app.PrintDebug("Purchasable",entryGroup.hash,collectible,collected,entryGroup.total - entryGroup.progress,"x",costAmounts[entryGroup.hash]) currencyCount = currencyCount + (costAmounts[entryGroup.hash] or 0); end end if currencyCount > 0 then tinsert(info, { left = L["CURRENCY_NEEDED_TO_BUY"], right = formatNumericWithCommas(currencyCount) }); end end end end end -- If the item is a recipe, then show which characters know this recipe. -- app.PrintDebug(topLevelSearch,group.spellID,group.filterID,group.collectible) local groupSpellID = group.spellID; if groupSpellID and group.filterID ~= 100 and group.collectible and app.Settings:GetTooltipSetting("KnownBy") then local knownBy = {}; for guid,character in pairs(ATTCharacterData) do if character.Spells and character.Spells[groupSpellID] then tinsert(knownBy, character); end end if #knownBy > 0 then app.Sort(knownBy, app.SortDefaults.Name); local desc = L["KNOWN_BY"] .. app.TableConcat(knownBy, "text", "??", ", "); tinsert(info, { left = string.gsub(desc, "-" .. GetRealmName(), ""), wrap = true, color = app.Colors.TooltipDescription }); end end -- If the result has a QuestID, then show which characters have this QuestID. -- app.PrintDebug(topLevelSearch,group.spellID,group.filterID,group.collectible) local groupQuestID = group.questID; if groupQuestID and not group.illusionID and app.Settings:GetTooltipSetting("CompletedBy") then local knownBy = {}; local charQuests; for guid,character in pairs(ATTCharacterData) do charQuests = character.Quests; if charQuests and charQuests[groupQuestID] then tinsert(knownBy, character); end end if #knownBy > 0 then app.Sort(knownBy, app.SortDefaults.Name); local desc = sformat(L["QUEST_ONCE_PER_ACCOUNT_FORMAT"],app.TableConcat(knownBy, "text", "??", ", ")); tinsert(info, { left = string.gsub(desc, "-" .. GetRealmName(), ""), wrap = true, color = app.Colors.TooltipDescription }); end end group.isBaseSearchResult = true; app.InitialCachedSearch = nil; -- app.PrintDebug("TopLevelSearch",working and "WORKING" or "DONE",search,group.text or (group.key and group.key .. group[group.key]),group) -- Track if the result is not finished processing group.working = working; -- cache the finished result if it's completely processed if not working then searchCache[search] = group; end -- If the user wants to show the progress of this search result, do so if app.Settings:GetTooltipSetting("Progress") and (group.key ~= "spellID" or group.collectible) then group.collectionText = GetProgressTextForTooltip(group, app.Settings:GetTooltipSetting("ShowIconOnly")); -- add the progress as a new line for encounter tooltips instead of using right text since it can overlap the NPC name if group.encounterID then tinsert(info, 1, { left = "Progress", right = group.collectionText }); end end -- If there was any informational text generated, then attach that info. if #info > 0 then group.tooltipInfo = info; for i,item in ipairs(info) do if item.color then item.a, item.r, item.g, item.b = HexToARGB(item.color); end end end end return group; end -- Builds a hash table of hashes of collectibles which use the specified costID (without regard to being an item or currency) and storing the quantity in the hash table app.BuildCostTable = function(collectibles, costID) local costAmounts, cost = {}; for _,collectible in ipairs(collectibles) do cost = collectible.cost; if cost then for _,eachCost in ipairs(cost) do if eachCost[2] == costID then costAmounts[collectible.hash] = eachCost[3]; end end end end -- app.PrintDebug("Total Costs for",costID) -- if app.DEBUG_PRINT then app.PrintTable(costAmounts) end return costAmounts; end -- Auto-Expansion logic do local included = {}; local knownSkills, isInWindow; -- ItemID's which should be skipped when filling purchases with certain levels of 'skippability' local SkipPurchases = { [-1] = 0, -- Whether to skip certain cost items [137642] = 2, -- Mark of Honor [21100] = 1, -- Coin of Ancestry [23247] = 1, -- Burning Blossom [49927] = 1, -- Love Token } -- Allows for toggling whether the SkipPurchases should be used or not; call with no value to return the current value app.SetSkipPurchases = function(level) if level then -- print("SkipPurchases exclusion",level) SkipPurchases[-1] = level; else return SkipPurchases[-1]; end end -- Determines searches required for costs using this group local function DeterminePurchaseGroups(group, depth) -- do not fill purchases on certain items, can skip the skip though based on a level local itemID = group.itemID; local reqSkipLevel = itemID and SkipPurchases[itemID]; if reqSkipLevel then local curSkipLevel = SkipPurchases[-1]; if curSkipLevel and curSkipLevel < reqSkipLevel then return; end; end local collectibles = group.costCollectibles; if collectibles and #collectibles > 0 then -- app.PrintDebug("DeterminePurchaseGroups",group.hash,"-collectibles",collectibles and #collectibles); local groups = {}; local groupHash = group.hash; local clone, hash, includeDepth; for _,o in ipairs(collectibles) do hash = o.hash; -- don't add copies of this group if it matches the 'cost' group, or has already been added at a lower depth -- technically this allows something to become nested at a high depth, and then multiple times at lower depths... -- but hopefully that's ok and is a bit better for visibility than to exclude things if hash ~= groupHash then includeDepth = included[hash]; if not includeDepth or includeDepth >= depth then included[hash] = depth; clone = CreateObject(o); -- this logic shows the previous 'currency' icon next to Things which are nested as a cost... maybe too cluttered -- clone.indicatorIcon = "Interface_Vendor"; tinsert(groups, clone); end end end -- app.PrintDebug("DeterminePurchaseGroups",group.hash,"-final",groups and #groups); -- mark this group as no-longer collectible as a cost since its cost collectibles have been determined if #groups > 0 then group.collectibleAsCost = false; group.filledCost = true; end return groups; end end local function DetermineCraftedGroups(group) local itemID = group.itemID; if not itemID then return; end local reagentCache = app.GetDataSubMember("Reagents", itemID); if not reagentCache then return; end -- check if the item is BoP and needs skill filtering for current character, or debug mode local filterSkill = not app.MODE_DEBUG and (app.IsBoP(group) or select(14, GetItemInfo(itemID)) == 1); local craftableItemIDs = {}; -- item is BoP if filterSkill then local craftedItemID, searchRecipes, recipe, skillID; -- If needing to filter by skill due to BoP reagent, then check via recipe cache instead of by crafted item -- If the reagent itself is BOP, then only show things you can make. -- find recipe(s) which creates this item for recipeID,info in pairs(reagentCache[1]) do craftedItemID = info[1]; -- print(itemID,"x",info[2],"=>",craftedItemID,"via",recipeID); -- TODO: review how this can be nil if craftedItemID and not craftableItemIDs[craftedItemID] and not included[craftedItemID] then -- print("recipeID",recipeID); searchRecipes = app.SearchForField("spellID", recipeID); if searchRecipes and #searchRecipes > 0 then recipe = searchRecipes[1]; skillID = GetRelativeValue(recipe, "skillID"); -- print(recipeID,"requires",skillID); -- ensure this character can craft the recipe if skillID then if knownSkills and knownSkills[skillID] then craftableItemIDs[craftedItemID] = true; end else -- recipe without any skill requirement? weird... craftableItemIDs[craftedItemID] = true; end end end end -- item is BoE else -- Can otherwise simply iterate over the set of crafted items and add them for craftedItemID,count in pairs(reagentCache[2]) do if craftedItemID then craftableItemIDs[craftedItemID] = true; end end end local groups = {}; local search; for craftedItemID,_ in pairs(craftableItemIDs) do -- never include crafted multiple times if not included[craftedItemID] then included[craftedItemID] = true; -- Searches for a filter-matched crafted Item search = app.SearchForObject("itemID",craftedItemID); if search then search = CreateObject(search); end -- could do logic here to tack on the profession's spellID icon tinsert(groups, search or app.CreateItem(craftedItemID)); end end -- app.PrintDebug("DetermineCraftedGroups",group.hash,groups and #groups); return groups; end local function DetermineSymlinkGroups(group) if group.sym then -- groups which are being filled in a Window can be done async if isInWindow then -- app.PrintDebug("DSG-Async",group.hash); app.FillSymlinkAsync(group); else -- app.PrintDebug("DSG-Now",group.hash); local groups = ResolveSymbolicLink(group); -- make sure this group doesn't waste time getting resolved again somehow group.sym = nil; -- app.PrintDebug("DetermineSymlinkGroups",group.hash,groups and #groups); return groups; end end end local NPCExpandHeaders = { [-1] = true, -- COMMON_BOSS_DROPS }; -- Pulls in Common drop content for specific NPCs if any exists (so we don't need to always symlink every NPC which is included in common boss drops somewhere) local function DetermineNPCDrops(group) -- TODO: account for multi-NPC encounters local npcID = group.npcID or group.creatureID; if npcID then -- app.PrintDebug("Found NPC Group",group.hash) -- search for groups of this NPC local npcGroups = app.SearchForField("npcID", npcID); if npcGroups then -- see if there's a difficulty wrapping the fill group local difficultyID = app.RecursiveFirstParentWithField(group, "difficultyID"); if difficultyID then -- app.PrintDebug("FillNPC.difficultyID",group.hash,difficultyID) -- can only fill npc groups for the npc which match the difficultyID local headerID, groups; for _,npcGroup in pairs(npcGroups) do headerID = npcGroup.headerID; -- where headerID is allowed and the nested difficultyID matches if headerID and NPCExpandHeaders[headerID] and app.RecursiveFirstParentWithFieldValue(npcGroup, "difficultyID", difficultyID) then -- copy the header under the NPC groups -- app.PrintDebug("Fill under",headerID) if groups then tinsert(groups, CreateObject(npcGroup)) else groups = { CreateObject(npcGroup) }; end end end return groups; else local headerID, groups; for _,npcGroup in pairs(npcGroups) do headerID = npcGroup.headerID; -- where headerID is allowed if headerID and NPCExpandHeaders[headerID] then -- copy the header under the NPC groups -- app.PrintDebug("Fill under",group.hash) if groups then tinsert(groups, CreateObject(npcGroup)) else groups = { CreateObject(npcGroup) }; end end end return groups; end end end end local function FillGroupsRecursive(group, depth) -- do not fill 'saved' groups in ATT windows -- or groups directly under saved groups unless in Acct or Debug mode if isInWindow and not app.MODE_DEBUG_OR_ACCOUNT then -- (unless they are actual Maps or Instances, or a Difficulty header. Also 'saved' Items usually means tied to a questID directly) if group.saved and not (group.instanceID or group.mapID or group.difficultyID or group.itemID) then return; end local parent = group.parent; -- parent is a saved quest, then do not fill with stuff if parent and parent.questID and parent.saved then return; end end -- increment depth if things are being nested depth = (depth or 0) + 1; local groups; -- Determine Cost/Crafted/Symlink groups groups = app.ArrayAppend(groups, DeterminePurchaseGroups(group, depth), DetermineCraftedGroups(group), DetermineSymlinkGroups(group), DetermineNPCDrops(group)); -- app.PrintDebug("MergeResults",group.hash,groups and #groups) -- Adding the groups normally based on available-source priority PriorityNestObjects(group, groups, nil, app.RecursiveGroupRequirementsFilter); if group.g then -- app.PrintDebug(".g",group.hash,#group.g) -- local hash = group.hash; -- Then nest anything further for _,o in ipairs(group.g) do -- never nest the same Thing under itself -- (prospecting recipes list the input as the output) -- if o.hash ~= hash then FillGroupsRecursive(o, depth); -- end end end end -- Appends sub-groups into the item group based on what is required to have this item (cost, source sub-group, reagents, symlinks) app.FillGroups = function(group) -- Clear search history -- never re-list the starting Thing included = { [group.hash or ""] = 0, [group.itemID or 0] = 0 }; -- Get tradeskill cache knownSkills = app.CurrentCharacter.Professions; -- Check if this group is inside a Window or not isInWindow = app.RecursiveFirstDirectParentWithField(group, "window") and true; app.FunctionRunner.SetPerFrame(1); -- app.PrintDebug("FillGroups",group.hash,group.__type,"window?",isInWindow) -- Fill the group with all nestable content FillGroupsRecursive(group); -- if app.DEBUG_PRINT then app.PrintTable(included) end -- app.PrintDebug("FillGroups Complete",group.hash,group.__type) end end -- Auto-Expansion Logic -- build a 'Cost' group which matches the "cost" tag of this group app.BuildCost = function(group) -- Pop out the cost objects into their own sub-groups for accessibility -- Gold cost currently ignored -- print("BuildCost",group.itemID) if group.cost and type(group.cost) == "table" then local costGroup = { ["text"] = L["COST"], ["description"] = L["COST_DESC"], ["icon"] = "Interface\\Icons\\INV_Misc_Coin_02", ["OnUpdate"] = app.AlwaysShowUpdate, ["g"] = {}, }; local costItem; for i,c in ipairs(group.cost) do -- print("Cost",c[1],c[2],c[3]); costItem = nil; if c[1] == "c" then costItem = app.SearchForObject("currencyID", c[2]) or app.CreateCurrencyClass(c[2]); elseif c[1] == "i" then costItem = app.SearchForObject("itemID", c[2]) or app.CreateItem(c[2]); end if costItem then costItem = CloneData(costItem); costItem.g = nil; costItem.collectible = false; -- if c[3] then -- costItem.total = c[3]; -- if group.collected then -- costItem.progress = c[3]; -- end -- end costItem.OnUpdate = app.AlwaysShowUpdate; NestObject(costGroup, costItem); end end NestObject(group, costGroup, nil, 1); end end (function() -- Keys for groups which are in-game 'Things' app.ThingKeys = { -- ["filterID"] = true, -- ["flightPathID"] = true, -- ["professionID"] = true, -- ["categoryID"] = true, -- ["mapID"] = true, ["npcID"] = true, ["creatureID"] = true, ["currencyID"] = true, ["itemID"] = true, ["s"] = true, ["speciesID"] = true, ["recipeID"] = true, ["spellID"] = true, ["illusionID"] = true, ["questID"] = true, ["objectID"] = true, ["encounterID"] = true, ["artifactID"] = true, ["azeriteEssenceID"] = true, ["followerID"] = true, ["achievementID"] = true, -- special handling }; local SpecificSources = { ["headerID"] = { [-1] = true, -- COMMON_BOSS_DROPS }, }; local tremove = tremove; local function CleanTop(top, keephash) if top and top.hash == keephash then return true; end if top then local g = top.g; if g then local count, gi, cleaned = #g; for i=count,1,-1 do gi = g[i]; if CleanTop(gi, keephash) then cleaned = true; else tremove(g, i); end end return cleaned; end end end -- Builds a 'Source' group from the parent of the group (or other listings of this group) and lists it under the group itself for app.BuildSourceParent = function(group) -- only show sources for Things or specific of other types if not group or not group.key then return; end local groupKey, thingKeys = group.key, app.ThingKeys; local thingCheck = thingKeys[groupKey]; local specificSource = SpecificSources[groupKey] if specificSource then specificSource = specificSource[group[groupKey]]; end -- group with some Source-able data can be treated as specific Source if not specificSource and ( group.npcID or group.creatureID or group.crs or group.providers ) then specificSource = true; end if not thingCheck and not specificSource then return; end -- pull all listings of this 'Thing' local keyValue = group[groupKey]; local things = specificSource and { group } or app.CleanSourceIgnoredGroups(app.SearchForLink(groupKey .. ":" .. keyValue)); if things then local groupHash = group.hash; local isAchievement = groupKey == "achievementID"; -- app.PrintDebug("Found Source things",#things,groupHash) local parents, parentKey, parent; -- collect all possible parent groups for all instances of this Thing for _,thing in pairs(things) do if thing.hash == groupHash or isAchievement then parent = thing.parent; while parent do -- app.PrintDebug("parent",parent.text,parent.key) parentKey = parent.key; if parentKey and parent[parentKey] then -- only show certain types of parents as sources.. typically 'Game World Things' -- or if the parent is directly tied to an NPC if thingKeys[parentKey] or parent.npcID or parent.creatureID then -- keep the Criteria nested for Achievements, to show proper completion tracking under various Sources if isAchievement then -- app.PrintDebug("isAchieve:keepSource",thing.hash) parent._keepSource = thing.hash; end -- add the parent for display later if parents then tinsert(parents, parent); else parents = { parent }; end break; end -- TODO: maybe handle mapID/instanceID in a different way as a fallback for things nested under headers within a zone....? end -- move to the next parent if the current parent is not a valid 'Thing' parent = parent.parent; end -- Things tagged with an npcID should show that NPC as a Source if thing.key ~= "npcID" and (thing.npcID or thing.creatureID) then local parentNPC = app.SearchForObject("creatureID", thing.npcID or thing.creatureID) or {["npcID"] = thing.npcID or thing.creatureID}; if parents then tinsert(parents, parentNPC); else parents = { parentNPC }; end end -- Things tagged with many npcIDs should show all those NPCs as a Source if thing.crs then -- app.PrintDebug("thing.crs",#thing.crs) if not parents then parents = {}; end local parentNPC; for _,npcID in ipairs(thing.crs) do parentNPC = app.SearchForObject("creatureID", npcID) or {["npcID"] = npcID}; tinsert(parents, parentNPC); end end -- Things tagged with providers should show the providers as a Source if thing.providers then local type, id; for _,p in ipairs(thing.providers) do type, id = p[1], p[2]; -- app.PrintDebug("Root Provider",type,id); local pRef = (type == "i" and app.SearchForObject("itemID", id)) or (type == "o" and app.SearchForObject("objectID", id)) or (type == "n" and app.SearchForObject("npcID", id)); if pRef then pRef = CreateObject(pRef); if parents then tinsert(parents, pRef); else parents = { pRef }; end else pRef = (type == "i" and app.CreateItem(id)) or (type == "o" and app.CreateObject(id)) or (type == "n" and app.CreateNPC(id)); if parents then tinsert(parents, pRef); else parents = { pRef }; end end end end -- Things tagged with 'sourceQuests' should show the quests as a Source (if the Thing itself is not a raw Quest) -- if thing.sourceQuests and groupKey ~= "questID" then -- local questRef; -- for _,sq in ipairs(thing.sourceQuests) do -- questRef = app.SearchForObject("questID", sq) or {["questID"] = sq}; -- if parents then tinsert(parents, questRef); -- else parents = { questRef }; end -- end -- end end end -- if there are valid parent groups for sources, merge them into a 'Source(s)' group if parents then -- app.PrintDebug("Found parents",#parents) local sourceGroup = { ["text"] = L["SOURCES"], ["description"] = L["SOURCES_DESC"], ["icon"] = "Interface\\Icons\\inv_misc_spyglass_02", ["OnUpdate"] = app.AlwaysShowUpdate, ["g"] = {}, }; local clonedParent, keepSource; local clones = {}; for _,parent in ipairs(parents) do keepSource = parent._keepSource; -- clear the flag from the Source parent._keepSource = nil; -- if keepSource then print("Keeping Criteria under",parent.hash) end clonedParent = keepSource and CreateObject(parent) or CreateObject(parent, true); clonedParent.collectible = false; if keepSource then CleanTop(clonedParent, keepSource); else clonedParent.OnUpdate = app.AlwaysShowUpdate; -- TODO: filter actual unobtainable sources... end tinsert(clones, clonedParent); end PriorityNestObjects(sourceGroup, clones, nil, app.RecursiveGroupRequirementsFilter); NestObject(group, sourceGroup, nil, 1); end end end end)(); -- check if the group has a cost which includes the given parameters app.HasCost = function(group, idType, id) if group.cost and type(group.cost) == "table" then if idType == "itemID" then for i,c in ipairs(group.cost) do if c[2] == id and c[1] == "i" then return true; end end elseif idType == "currencyID" then for i,c in ipairs(group.cost) do if c[2] == id and c[1] == "c" then return true; end end end end return false; end -- app.NestSourceQuests = function(root, addedQuests, depth) -- -- root is already the cloned source of the new list, just add each sourceQuest cloned into sub-groups -- -- setup tracking which quests have been added as a sub-group, so we can only add them once -- if not addedQuests then addedQuests = {}; end -- root.hideText = true; -- root.depth = depth or 0; -- if root.sourceQuests and #root.sourceQuests > 0 then -- local qs; -- -- we will ignore custom collect if the root quest is already out of scope -- local checkCustomCollects = app.CheckCustomCollects(root); -- local prereqs; -- for _,sourceQuestID in ipairs(root.sourceQuests) do -- if not addedQuests[sourceQuestID] then -- addedQuests[sourceQuestID] = true; -- qs = sourceQuestID < 1 and app.SearchForField("creatureID", math.abs(sourceQuestID)) or app.SearchForField("questID", sourceQuestID); -- if qs and #qs > 0 then -- local i, sq = #qs; -- while not sq and i > 0 do -- if qs[i].questID == sourceQuestID then sq = qs[i]; end -- i = i - 1; -- end -- if sq and sq.questID then -- if sq.parent and sq.parent.questID == sq.questID then -- sq = sq.parent; -- end -- -- clone the object so as to not modify actual data -- sq = CreateObject(sq); -- sq.hideText = true; -- -- clean anything out of it so that items don't show in the quest requirements -- sq.g = nil; -- -- force collectible for normally un-collectible things to make sure it shows in list if the quest needs to be completed to progess -- if not sq.collectible and sq.missingSourceQuests then -- sq.collectible = true; -- end -- -- If the user is in a Party Sync session, then force showing pre-req quests which are replayable if they are collected already -- if app.IsInPartySync and sq.collected then -- sq.OnUpdate = app.ShowIfReplayableQuest; -- end -- sq = (not checkCustomCollects or app.CheckCustomCollects(sq)) and app.RecursiveGroupRequirementsFilter(sq) and app.NestSourceQuests(sq, addedQuests, (depth or 0) + 1); -- elseif sourceQuestID > 0 then -- -- Create a Quest Object. -- sq = app.CreateQuest(sourceQuestID, { ['hideText'] = true, }); -- else -- -- Create a NPC Object. -- sq = app.CreateNPC(math.abs(sourceQuestID), { ['hideText'] = true, }); -- end -- if sq then -- -- track how many quests levels are nested so it can be sorted in a decent-ish looking way -- root.depth = math.max((root.depth or 0),(sq.depth or 1)); -- if prereqs then tinsert(prereqs, sq); -- else prereqs = { sq }; end -- else -- addedQuests[sourceQuestID] = nil; -- end -- end -- end -- end -- -- sort quests with less sub-quests to the top -- if prereqs then -- app.Sort(prereqs, function(a, b) return (a.depth or 0) < (b.depth or 0); end); -- NestObjects(root, prereqs); -- end -- end -- -- If the root quest is provided by an Item, then show that Item directly under the root Quest so it can easily show tooltip/Source information if desired -- if root.providers then -- for _,p in ipairs(root.providers) do -- if p[1] == "i" then -- -- print("Root Provider",p[1], p[2]); -- local pRef = app.SearchForObject("itemID", p[2]); -- if pRef then -- NestObject(root, pRef, true, 1); -- else -- NestObject(root, app.CreateItem(p[2]), nil, 1); -- end -- end -- end -- end -- return root; -- end local function SendGroupMessage(msg) if IsInGroup(LE_PARTY_CATEGORY_INSTANCE) and IsInInstance() then C_ChatInfo.SendAddonMessage("ATT", msg, "INSTANCE_CHAT") elseif IsInRaid() then C_ChatInfo.SendAddonMessage("ATT", msg, "RAID") elseif IsInGroup(LE_PARTY_CATEGORY_HOME) then C_ChatInfo.SendAddonMessage("ATT", msg, "PARTY") end end local function SendGuildMessage(msg) if IsInGuild() then C_ChatInfo.SendAddonMessage("ATT", msg, "GUILD"); else app.events.CHAT_MSG_ADDON("ATT", msg, "WHISPER", "player"); end end local function SendResponseMessage(msg, player) if UnitInRaid(player) or UnitInParty(player) then SendGroupMessage("to\t" .. player .. "\t" .. msg); else C_ChatInfo.SendAddonMessage("ATT", msg, "WHISPER", player); end end local function SendSocialMessage(msg) SendGroupMessage(msg); SendGuildMessage(msg); end -- Synchronization Functions (function() local outgoing,incoming,queue,active = {},{},{}; local whiteListedFields = { --[["Achievements",]] "Buildings", --[["Exploration",]] "Factions", "FlightPaths", "Followers", "Spells", "Titles", "Quests" }; local function splittoarray(sep, inputstr) local t = {}; for str in string.gmatch(inputstr, "([^" .. (sep or "%s") .. "]+)") do table.insert(t, str); end return t; end local function processQueue() if #queue > 0 and not active then local data = queue[1]; table.remove(queue, 1); active = data[1]; app.print("Updating " .. data[2] .. " from " .. data[3] .. "..."); C_ChatInfo.SendAddonMessage("ATT", "!\tsyncsum\t" .. data[1], "WHISPER", data[3]); end end function app:AcknowledgeIncomingChunks(sender, uid, total) local incomingFromSender = incoming[sender]; if not incomingFromSender then incomingFromSender = {}; incoming[sender] = incomingFromSender; end incomingFromSender[uid] = { ["chunks"] = {}, ["total"] = total }; C_ChatInfo.SendAddonMessage("ATT", "chksack\t" .. uid, "WHISPER", sender); end local function ProcessIncomingChunk(sender, uid, index, chunk) if not (chunk and index and uid and sender) then return false; end local incomingFromSender = incoming[sender]; if not incomingFromSender then return false; end local incomingForUID = incomingFromSender[uid]; if not incomingForUID then return false; end incomingForUID.chunks[index] = chunk; if index < incomingForUID.total then if index % 25 == 0 then app.print("Syncing " .. index .. " / " .. incomingForUID.total); end return true; end incomingFromSender[uid] = nil; local msg = ""; for i=1,incomingForUID.total,1 do msg = msg .. incomingForUID.chunks[i]; end -- app:ShowPopupDialogWithMultiLineEditBox(msg); local characters = splittoarray("\t", msg); for _,characterString in ipairs(characters) do local data = splittoarray(":", characterString); local guid = data[1]; local character = ATTCharacterData[guid]; if not character then character = {}; character.guid = guid; ATTCharacterData[guid] = character; end character.name = data[2]; character.lvl = tonumber(data[3]); character.text = data[4]; if data[5] ~= "" and data[5] ~= " " then character.realm = data[5]; end if data[6] ~= "" and data[6] ~= " " then character.factionID = tonumber(data[6]); end if data[7] ~= "" and data[7] ~= " " then character.classID = tonumber(data[7]); end if data[8] ~= "" and data[8] ~= " " then character.raceID = tonumber(data[8]); end character.lastPlayed = tonumber(data[9]); character.Deaths = tonumber(data[10]); if character.classID then character.class = C_CreatureInfo.GetClassInfo(character.classID).classFile; end if character.raceID then character.race = C_CreatureInfo.GetRaceInfo(character.raceID).clientFileString; end for i=11,#data,1 do local piece = splittoarray("/", data[i]); local key = piece[1]; local field = {}; character[key] = field; for j=2,#piece,1 do local index = tonumber(piece[j]); if index then field[index] = 1; end end end app.print("Update complete for " .. character.text .. "."); end app:RecalculateAccountWideData(); app.Settings:Refresh(); active = nil; processQueue(); return false; end function app:AcknowledgeIncomingChunk(sender, uid, index, chunk) if chunk and ProcessIncomingChunk(sender, uid, index, chunk) then C_ChatInfo.SendAddonMessage("ATT", "chkack\t" .. uid .. "\t" .. index .. "\t1", "WHISPER", sender); else C_ChatInfo.SendAddonMessage("ATT", "chkack\t" .. uid .. "\t" .. index .. "\t0", "WHISPER", sender); end end function app:SendChunk(sender, uid, index, success) local outgoingForSender = outgoing[sender]; if outgoingForSender then local chunksForUID = outgoingForSender.uids[uid]; if chunksForUID and success == 1 then local chunk = chunksForUID[index]; if chunk then C_ChatInfo.SendAddonMessage("ATT", "chk\t" .. uid .. "\t" .. index .. "\t" .. chunk, "WHISPER", sender); end else outgoingForSender.uids[uid] = nil; end end end function app:IsAccountLinked(sender) return AllTheThingsAD.LinkedAccounts[sender] or AllTheThingsAD.LinkedAccounts[strsplit("-", sender)]; end function app:RecalculateAccountWideData() for key,data in pairs(ATTAccountWideData) do if type(data) == "table" and contains(whiteListedFields, key) then data = {}; for guid,character in pairs(ATTCharacterData) do local characterData = character[key]; if characterData then for index,_ in pairs(characterData) do data[index] = 1; end end end ATTAccountWideData[key] = data; end end local deaths = 0; for guid,character in pairs(ATTCharacterData) do if character.Deaths then deaths = deaths + character.Deaths; end end ATTAccountWideData.Deaths = deaths; end function app:ReceiveSyncRequest(sender, battleTag) if battleTag ~= select(2, BNGetInfo()) then -- Check to see if the character/account is linked. if not (app:IsAccountLinked(sender) or AllTheThingsAD.LinkedAccounts[battleTag]) then return false; end end -- Whitelist the character name, if not already. (This is needed for future sync methods) AllTheThingsAD.LinkedAccounts[sender] = true; -- Generate the sync string (there may be several depending on how many alts there are) local msgs = {}; local msg = "?\tsyncsum"; for guid,character in pairs(ATTCharacterData) do if character.lastPlayed then local charsummary = "\t" .. guid .. ":" .. character.lastPlayed; if (string.len(msg) + string.len(charsummary)) < 255 then msg = msg .. charsummary; else C_ChatInfo.SendAddonMessage("ATT", msg, "WHISPER", sender); msg = "?\tsyncsum" .. charsummary; end end end C_ChatInfo.SendAddonMessage("ATT", msg, "WHISPER", sender); end function app:ReceiveSyncSummary(sender, summary) if app:IsAccountLinked(sender) then local first = #queue == 0; for i,data in ipairs(summary) do local guid,lastPlayed = strsplit(":", data); local character = ATTCharacterData[guid]; if not character or not character.lastPlayed or (character.lastPlayed < tonumber(lastPlayed)) and guid ~= active then tinsert(queue, { guid, character and character.text or guid, sender }); end end if first then processQueue(); end end end function app:ReceiveSyncSummaryResponse(sender, summary) if app:IsAccountLinked(sender) then local rawMsg; for i,guid in ipairs(summary) do local character = ATTCharacterData[guid]; if character then -- Put easy character data into a raw data string local rawData = character.guid .. ":" .. character.name .. ":" .. character.lvl .. ":" .. character.text .. ":" .. (character.realm or " ") .. ":" .. (character.factionID or " ") .. ":" .. (character.classID or " ") .. ":" .. (character.raceID or " ") .. ":" .. character.lastPlayed .. ":" .. character.Deaths; for i,field in ipairs(whiteListedFields) do if character[field] then rawData = rawData .. ":" .. field; for index,value in pairs(character[field]) do if value then rawData = rawData .. "/" .. index; end end end end if not rawMsg then rawMsg = rawData; else rawMsg = rawMsg .. "\t" .. rawData; end end end if rawMsg then -- Send Addon Message Back local length = string.len(rawMsg); local chunks = {}; for i=1,length,241 do tinsert(chunks, string.sub(rawMsg, i, math.min(length, i + 240))); end local outgoingForSender = outgoing[sender]; if not outgoingForSender then outgoingForSender = { ["total"] = 0, ["uids"] = {}}; outgoing[sender] = outgoingForSender; end local uid = outgoingForSender.total + 1; outgoingForSender.uids[uid] = chunks; outgoingForSender.total = uid; -- Send Addon Message Back C_ChatInfo.SendAddonMessage("ATT", "chks\t" .. uid .. "\t" .. #chunks, "WHISPER", sender); end end end function app:Synchronize(automatically) -- Update the last played timestamp. This ensures the sync process does NOT destroy unsaved progress on this character. local battleTag = select(2, BNGetInfo()); if battleTag then app.CurrentCharacter.lastPlayed = time(); local any, msg = false, "?\tsync\t" .. battleTag; for playerName,allowed in pairs(AllTheThingsAD.LinkedAccounts) do if allowed and not string.find(playerName, "#") then C_ChatInfo.SendAddonMessage("ATT", msg, "WHISPER", playerName); any = true; end end if not any and not automatically then app.print("You need to link a character or BNET account in the settings first before you can Sync accounts."); end end end function app:SynchronizeWithPlayer(playerName) -- Update the last played timestamp. This ensures the sync process does NOT destroy unsaved progress on this character. local battleTag = select(2, BNGetInfo()); if battleTag then app.CurrentCharacter.lastPlayed = time(); C_ChatInfo.SendAddonMessage("ATT", "?\tsync\t" .. battleTag, "WHISPER", playerName); end end end)(); -- Lua Constructor Lib local fieldCache = {}; local CacheFields; local _cache; (function() local currentMaps = {}; local currentInstance; local delayedRawSets = {}; local wipe, type = wipe, type; local fieldCache_g,fieldCache_f, fieldConverters; local function CacheField(group, field, value) fieldCache_g = rawget(fieldCache, field); fieldCache_f = rawget(fieldCache_g, value); if fieldCache_f then fieldCache_f[#fieldCache_f + 1] = group; else rawset(fieldCache_g, value, {group}); end end -- Toggle being able to cache things inside maps app.ToggleCacheMaps = function(skipCaching) currentMaps[-1] = skipCaching; end -- This is referenced by FlightPath objects when pulling their Info from the DB app.CacheField = CacheField; -- These are the fields we store. fieldCache["achievementID"] = {}; fieldCache["achievementCategoryID"] = {}; fieldCache["artifactID"] = {}; fieldCache["azeriteEssenceID"] = {}; fieldCache["creatureID"] = {}; fieldCache["currencyID"] = {}; fieldCache["currencyIDAsCost"] = {}; fieldCache["encounterID"] = {}; fieldCache["factionID"] = {}; fieldCache["flightPathID"] = {}; fieldCache["followerID"] = {}; fieldCache["headerID"] = {}; fieldCache["illusionID"] = {}; fieldCache["instanceID"] = {}; fieldCache["itemID"] = {}; fieldCache["itemIDAsCost"] = {}; fieldCache["mapID"] = {}; fieldCache["mountID"] = {}; fieldCache["nextQuests"] = {}; -- identical cache as creatureID (probably deprecate creatureID use eventually) fieldCache["npcID"] = rawget(fieldCache, "creatureID"); fieldCache["objectID"] = {}; fieldCache["professionID"] = {}; -- identical cache as professionID fieldCache["requireSkill"] = rawget(fieldCache, "professionID"); fieldCache["questID"] = {}; fieldCache["runeforgePowerID"] = {}; fieldCache["rwp"] = {}; fieldCache["s"] = {}; fieldCache["speciesID"] = {}; fieldCache["spellID"] = {}; fieldCache["tierID"] = {}; fieldCache["titleID"] = {}; fieldCache["toyID"] = {}; local cacheAchievementID = function(group, value) -- achievements used on maps should not cache the location for the achievement if group.mapID then return; end CacheField(group, "achievementID", value); end local cacheCreatureID = function(group, npcID) if npcID > 0 then CacheField(group, "creatureID", npcID); end end -- special map cache function, will only cache a group for the mapID if the current hierarchy has not already been cached in this map -- level doesn't matter and will be reported in chat for 'mapID' and 'maps' being multiply-nested local cacheMapID = function(group, mapID, coords) -- use -1 as special key to NOT cache a group with a map if currentMaps[-1] then return; end if not currentMaps[mapID] then -- track the group which was first cached for this map within the hierarchy currentMaps[mapID] = group; CacheField(group, "mapID", mapID); elseif not coords then local mapgroup = currentMaps[mapID]; print("Multi-nested map",mapID,"for",group.key,group.key and group[group.key],"under",mapgroup.key,mapgroup.key and mapgroup[mapgroup.key]); end end local cacheObjectID = function(group, objectID) -- WARNING: DEV ONLY START if not app.ObjectNames[objectID] then print("Object Missing Name ", objectID); app.ObjectNames[objectID] = "Object #" .. objectID; end -- WARNING: DEV ONLY END CacheField(group, "objectID", objectID); end local cacheQuestID = function(group, questID) CacheField(group, "questID", questID); end local cacheFactionID = function(group, id) CacheField(group, "factionID", id); end fieldConverters = { -- Simple Converters ["achievementID"] = cacheAchievementID, ["achievementCategoryID"] = function(group, value) CacheField(group, "achievementCategoryID", value); end, ["achID"] = cacheAchievementID, ["altAchID"] = cacheAchievementID, ["artifactID"] = function(group, value) CacheField(group, "artifactID", value); end, ["azeriteEssenceID"] = function(group, value) CacheField(group, "azeriteEssenceID", value); end, ["creatureID"] = cacheCreatureID, ["currencyID"] = function(group, value) CacheField(group, "currencyID", value); end, ["encounterID"] = function(group, value) CacheField(group, "encounterID", value); end, ["factionID"] = cacheFactionID, ["flightPathID"] = function(group, value) CacheField(group, "flightPathID", value); end, ["followerID"] = function(group, value) CacheField(group, "followerID", value); end, ["headerID"] = function(group, value) -- WARNING: DEV ONLY START if not L["HEADER_NAMES"][value] then print("Header Missing Name ", value); L["HEADER_NAMES"][value] = "Header #" .. value; end -- WARNING: DEV ONLY END CacheField(group, "headerID", value); end, ["illusionID"] = function(group, value) CacheField(group, "illusionID", value); end, ["instanceID"] = function(group, value) CacheField(group, "instanceID", value); end, ["itemID"] = function(group, value, raw) if group.isToy then CacheField(group, "toyID", value); end if not raw then -- only cache the modItemID if it is not the same as the itemID -- pulling .modItemID directly will cause a rawset on the group and break iteration while caching local modItemID = GetGroupItemIDWithModID(group); if (modItemID or value) ~= value then CacheField(group, "itemID", modItemID); end end -- always cache the plain ItemID as a fallback for items which generate in-game with unaccounted-for modIDs (M+, etc.) CacheField(group, "itemID", value); end, ["mapID"] = cacheMapID, ["npcID"] = cacheCreatureID, ["objectID"] = cacheObjectID, ["professionID"] = function(group, value) CacheField(group, "professionID", value); end, ["questID"] = cacheQuestID, ["questIDA"] = cacheQuestID, ["questIDH"] = cacheQuestID, ["otherQuestData"] = function(group, value) CacheFields(value); end, ["requireSkill"] = function(group, value) CacheField(group, "professionID", value); end, ["runeforgePowerID"] = function(group, value) CacheField(group, "runeforgePowerID", value); end, ["rwp"] = function(group, value) CacheField(group, "rwp", value); end, ["s"] = function(group, value) CacheField(group, "s", value); end, ["speciesID"] = function(group, value) CacheField(group, "speciesID", value); end, ["spellID"] = function(group, value) CacheField(group, "spellID", value); -- cache as a mount if it is local mountID = group.mountID; if mountID then CacheField(group, "mountID", mountID); end end, ["tierID"] = function(group, value) CacheField(group, "tierID", value); end, ["titleID"] = function(group, value) CacheField(group, "titleID", value); end, -- Complex Converters ["crs"] = function(group, value) for _,creatureID in ipairs(value) do cacheCreatureID(group, creatureID); end end, ["qgs"] = function(group, value) for _,questGiverID in ipairs(value) do cacheCreatureID(group, questGiverID); end end, ["titleIDs"] = function(group, value) _cache = rawget(fieldConverters, "titleID"); for _,titleID in ipairs(value) do _cache(group, titleID); end end, ["providers"] = function(group, value) local t, p; for _,v in pairs(value) do p = v[2]; if p > 0 then t = v[1]; if t == "n" then cacheCreatureID(group, p); elseif t == "i" then CacheField(group, "itemIDAsCost", p); elseif t == "c" then CacheField(group, "currencyIDAsCost", p); elseif t == "o" then cacheObjectID(group, p); end end end end, ["maps"] = function(group, value) for _,mapID in ipairs(value) do cacheMapID(group, mapID); end end, ["maxReputation"] = function(group, value) cacheFactionID(group, value[1]); end, ["minReputation"] = function(group, value) cacheFactionID(group, value[1]); end, ["nextQuests"] = function(group, value) for _,questID in ipairs(value) do CacheField(group, "nextQuests", questID); end end, ["coord"] = function(group, value) -- don't cache mapID from coord for anything which is itself an actual instance or a map if currentInstance ~= group and not rawget(group, "mapID") and not rawget(group, "difficultyID") then if value[3] then cacheMapID(group, value[3], true); end end end, ["coords"] = function(group, value) -- don't cache mapID from coord for anything which is itself an actual instance or a map if currentInstance ~= group and not rawget(group, "mapID") and not rawget(group, "difficultyID") then for _,coord in ipairs(value) do if coord[3] then cacheMapID(group, coord[3], true); end end end end, ["cost"] = function(group, value) if type(value) == "number" then return; else local t, p; for _,v in pairs(value) do p = v[2]; if p > 0 then t = v[1]; if t == "i" then CacheField(group, "itemIDAsCost", p); elseif t == "c" then CacheField(group, "currencyIDAsCost", p); elseif t == "o" then cacheObjectID(group, p); end end end end end, ["c"] = function(group, value) if not containsValue(value, app.ClassIndex) then delayedRawSets["nmc"] = true; -- "Not My Class" end end, ["r"] = function(group, value) if value ~= app.FactionID then delayedRawSets["nmr"] = true; -- "Not My Race" end end, ["races"] = function(group, value) if not containsValue(value, app.RaceIndex) then delayedRawSets["nmr"] = true; -- "Not My Race" end end, }; -- Performance Tracking for Caching if app.__perf then local GetTimePreciseSec = GetTimePreciseSec; local type = "CacheFields"; -- init table for this object type if type and not app.__perf[type] then app.__perf[type] = {}; end local cacheConverters = {}; for key,func in pairs(fieldConverters) do -- replace each function with itself wrapped in a perf update -- app.PrintDebug("Replaced Cache function",key) cacheConverters[key] = function(group, value) local now = GetTimePreciseSec(); func(group, value); local typeData = rawget(app.__perf, type); rawset(typeData, key, (rawget(typeData, key) or 0) + 1); rawset(typeData, key.."_Time", (rawget(typeData, key.."_Time") or 0) + (GetTimePreciseSec() - now)); end end fieldConverters = cacheConverters; end local uncacheMap = function(group, mapID) if mapID and currentMaps[mapID] == group then currentMaps[mapID] = nil; end end local mapKeyUncachers = { ["mapID"] = uncacheMap, ["coord"] = function(group, coord) uncacheMap(group, coord[3]); end, ["maps"] = function(group, maps) for _,mapID in ipairs(maps) do uncacheMap(group, mapID); end end, ["coords"] = function(group, coords) for _,coord in ipairs(coords) do uncacheMap(group, coord[3]); end end, }; CacheFields = function(group) local mapKeys; local hasG = rawget(group, "g"); -- track if this group is a 'real' instance (instanceID + mapID/maps) if not currentInstance and group.key == "instanceID" and (group.mapID or group.maps) then currentInstance = group; end -- cache any matching converter fields within the group for k,value in pairs(group) do _cache = rawget(fieldConverters, k); if _cache then _cache(group, value); if rawget(mapKeyUncachers, k) then if mapKeys then mapKeys[k] = value; else mapKeys = { [k] = value }; end end end end -- any delayed rawsets following the iteration across the group for k,value in pairs(delayedRawSets) do rawset(group, k, value); end wipe(delayedRawSets); -- do sub-groups last if hasG then for _,subgroup in ipairs(hasG) do CacheFields(subgroup); end end -- clear currentMapIDs used by this group if mapKeys then for key,value in pairs(mapKeys) do rawget(mapKeyUncachers, key)(group, value); end end -- clear the 'real' instance if this group was it if currentInstance and currentInstance == group then currentInstance = nil; end end app.CacheFields = CacheFields; end)(); local function SearchForFieldRecursively(group, field, value) if group.g then -- Go through the sub groups and determine if any of them have a response. local first = nil; for i, subgroup in ipairs(group.g) do local g = SearchForFieldRecursively(subgroup, field, value); if g then if first then -- Merge! for j,data in ipairs(g) do tinsert(first, data); end else -- Cool! (This should be the most common occurance) first = g; end end end if group[field] == value then -- OH BOY, WE FOUND IT! if first then return tinsert(first, group); else return { group }; end end return first; elseif group[field] == value then -- OH BOY, WE FOUND IT! return { group }; end end local function SearchForFieldContainer(field) if field then return rawget(fieldCache, field); end end app.SearchForFieldContainer = SearchForFieldContainer; -- This method returns a table containing all groups which contain the provided field with id value local function SearchForField(field, id) if field and id then _cache = rawget(fieldCache, field); return (_cache and rawget(_cache, id)), field, id; end end app.SearchForField = SearchForField; -- This method performs the SearchForField logic, but then verifies that ONLY a specific matching, filtered-priority object is returned app.SearchForObject = function(field, id) local fcache = SearchForField(field, id); if fcache then local count = #fcache; if count == 0 then return; end -- quick escape for single cache results! hooray! if count == 1 then return fcache[1]; end -- find a filter-match object first local fcacheObj, keyMatch, fieldMatch, match; local Filter = app.RecursiveGroupRequirementsFilter; for i=1,count,1 do fcacheObj = fcache[i]; -- field matching id if fcacheObj[field] == id then if fcacheObj.key == field then -- with keyed-field matching key & current filters if Filter(fcacheObj) then return fcacheObj; end keyMatch = keyMatch or fcacheObj; else -- with field matching id fieldMatch = fieldMatch or fcacheObj; end -- basic group related to search else match = match or fcacheObj; end end -- otherwise just find the first matching object return keyMatch or fieldMatch or match or nil; end end -- This method performs the SearchForField logic and returns a single version of the specific object by merging together all sources of the object -- NOTE: Don't use this for Items, because modIDs and bonusIDs are stupid app.SearchForMergedObject = function(field, id) local fcache = SearchForField(field, id); if fcache then local count = #fcache; if count == 0 then return; end -- quick escape for single cache results! hooray! if count == 1 then return fcache[1]; end -- find a filter-match object first local fcacheObj, merged; for i=1,#fcache,1 do fcacheObj = fcache[i]; if fcacheObj.key == field then if not merged then merged = CreateObject(fcacheObj); else MergeProperties(merged, fcacheObj); end end end -- return the merged object return merged; end end -- Item Information Lib local function SearchForRelativeItems(group, listing) if group and group.g then for i,subgroup in ipairs(group.g) do SearchForRelativeItems(subgroup, listing); if subgroup.itemID then tinsert(listing, subgroup); end end end end local function SearchForSpecificGroups(found, group, hashes) if group then if hashes[group.hash] then tinsert(found, group); end local g = group.g; if g then for _,o in ipairs(g) do SearchForSpecificGroups(found, o, hashes); end end end end -- Returns the first found cached group for a given SourceID -- NOTE: Do not use this function when the results are being passed into an Update afterward local function SearchForSourceIDQuickly(sourceID) if sourceID and sourceID > 0 and app:GetDataCache() then local group = rawget(rawget(fieldCache, "s"),sourceID); if group and #group > 0 then return group[1]; end end end local function SearchForLink(link) if string.match(link, "item") then -- Parse the link and get the itemID and bonus ids. local itemString = string.match(link, "item[%-?%d:]+") or link; if itemString then local _, itemID, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, specializationID, upgradeId, modID, bonusCount, bonusID1 = strsplit(":", link); if itemID then itemID = tonumber(itemID) or 0; -- Don't use SourceID for artifact searches since they contain many SourceIDs local sourceID = select(3, GetItemInfo(link)) ~= 6 and GetSourceID(link); if sourceID then -- Search for the Source ID. (an appearance) _ = SearchForField("s", sourceID); -- app.PrintDebug("SEARCHING FOR ITEM LINK WITH S", link, itemID, sourceID, _ and #_); else local exactItemID = GetGroupItemIDWithModID(nil, itemID, modID, (tonumber(bonusCount) or 0) > 0 and bonusID1); local modItemID = GetGroupItemIDWithModID(nil, itemID, modID); -- Search for the Item ID. (an item without an appearance) _ = ((exactItemID ~= itemID) and SearchForField("itemID", exactItemID)) or ((modItemID ~= itemID) and SearchForField("itemID", modItemID)) or SearchForField("itemID", itemID); -- app.PrintDebug("SEARCHING FOR ITEM LINK", link, exactItemID, modItemID, itemID, _ and #_); end return _; end end else local kind, id = strsplit(":", link); kind = string_lower(kind); if string.sub(kind,1,2) == "|c" then kind = string.sub(kind,11); end if string.sub(kind,1,2) == "|h" then kind = string.sub(kind,3); end if id then id = tonumber(select(1, strsplit("|[", id)) or id); end --print(string.gsub(string.gsub(link, "|c", "c"), "|h", "h")); -- app.PrintDebug("SEARCH FOR FIELD",kind,id) if kind == "itemid" or kind == "i" then return SearchForField("itemID", id); elseif kind == "sourceid" or kind == "s" then return SearchForField("s", id); elseif kind == "questid" or kind == "quest" or kind == "q" then return SearchForField("questID", id); elseif kind == "creatureid" or kind == "npcid" or kind == "n" then return SearchForField("creatureID", id); elseif kind == "achievementid" or kind == "achievement" or kind == "a" then return SearchForField("achievementID", id); elseif kind == "currencyid" or kind == "currency" or kind == "c" then return SearchForField("currencyID", id); elseif kind == "spellid" or kind == "spell" or kind == "enchant" or kind == "talent" or kind == "mount" or kind == "mountid" then return SearchForField("spellID", id); elseif kind == "speciesid" or kind == "species" or kind == "battlepet" then return SearchForField("speciesID", id); elseif kind == "follower" or kind == "followerid" or kind == "garrfollower" then return SearchForField("followerID", id); elseif kind == "azessence" or kind == "azeriteessenceid" then return SearchForField("azeriteEssenceID", id); elseif kind == "rfp" or kind == "runeforgepowerid" then return SearchForField("runeforgePowerID", id); else return SearchForField(string.gsub(kind, "id", "ID"), id); end end end local function SearchForMissingItemsRecursively(group, listing) if group.visible then if (group.collectible or (group.itemID and group.total and group.total > 0)) and (not app.IsBoP(group)) then tinsert(listing, group); end if group.g and group.expanded then -- Go through the sub groups and determine if any of them have a response. for i, subgroup in ipairs(group.g) do SearchForMissingItemsRecursively(subgroup, listing); end end end end local function SearchForMissingItems(group) local listing = {}; SearchForMissingItemsRecursively(group, listing); return listing; end local function SearchForMissingItemNames(group) -- Auctionator needs unique Item Names. Nothing else. local uniqueNames = {}; for i,group in ipairs(SearchForMissingItems(group)) do local name = group.name; if name then uniqueNames[name] = 1; end end -- Build the array of names. local arr = {}; for key,value in pairs(uniqueNames) do tinsert(arr, key); end return arr; end -- Dynamically increments the progress for the parent heirarchy of each collectible search result local function UpdateSearchResults(searchResults) -- app.PrintDebug("UpdateSearchResults",searchResults and #searchResults) if searchResults then -- Update all the results within visible windows local hashes = {}; local found = {}; -- Directly update the Source groups of the search results, and collect their hashes for updates in other windows for _,result in ipairs(searchResults) do hashes[result.hash] = true; tinsert(found, result); end -- loop through visible ATT windows and collect matching groups -- app.PrintDebug("Checking Windows...") for suffix,window in pairs(app.Windows) do -- Collect matching groups from the updating groups from visible windows other than Main list if window.Suffix ~= "Prime" and window:IsVisible() then -- app.PrintDebug(window.Suffix) for _,result in ipairs(searchResults) do SearchForSpecificGroups(found, window.data, hashes); end end end -- apply direct updates to all found groups local Update = app.DirectGroupUpdate; -- app.PrintDebug("Updating",#found,"groups") for _,o in ipairs(found) do Update(o, true); end end -- app.PrintDebug("UpdateSearchResults Done") end -- Pulls the field search results for the rawID's and passes the results into UpdateSearchResults local function UpdateRawIDs(field, ids) -- print("UpdateRawIDs",field,ids and #ids) if ids and #ids > 0 then local groups, append, search = {}, app.ArrayAppend; for _,id in ipairs(ids) do search = SearchForField(field, id); append(groups, search); end UpdateSearchResults(groups); end end app.SearchForLink = SearchForLink; -- Tooltip Functions -- Consolidated logic for whether a tooltip should include ATT information based on combat & user settings local function CanAttachTooltips() return (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) and app.Settings:GetTooltipSettingWithMod("Enabled"); end local function AttachTooltipRawSearchResults(self, lineNumber, group) if group then -- app.PrintDebug("Tooltip lines before search results",group.hash,group.tooltipInfo and #group.tooltipInfo) -- if app.DEBUG_PRINT then app.PrintTable(group.tooltipInfo) end -- If there was info text generated for this search result, then display that first. if group.tooltipInfo and #group.tooltipInfo > 0 then local left, right; for _,entry in ipairs(group.tooltipInfo) do left = entry.left; right = entry.right; if right then self:AddDoubleLine(left or " ", right); elseif entry.r then if entry.wrap then self:AddLine(left, entry.r / 255, entry.g / 255, entry.b / 255, 1); else self:AddLine(left, entry.r / 255, entry.g / 255, entry.b / 255); end else if entry.wrap then self:AddLine(left, nil, nil, nil, 1); else self:AddLine(left); end end end end -- If the user has Show Collection Progress turned on. if group.encounterID then self:Show(); elseif group.collectionText and self:NumLines() > 0 then local rightSide = _G[self:GetName() .. "TextRight" .. (lineNumber or 1)]; if rightSide then if self.CloseButton then -- dont think the region for the rightText can be modified within the tooltip, so pad instead rightSide:SetText(group.collectionText .. " "); else rightSide:SetText(group.collectionText); end rightSide:Show(); end end self.AttachComplete = not group.working; end end local function AttachTooltipSearchResults(self, lineNumber, search, method, ...) -- app.PrintDebug("AttachTooltipSearchResults",search,...) app.SetSkipPurchases(1); AttachTooltipRawSearchResults(self, lineNumber, GetCachedSearchResults(search, method, ...)); app.SetSkipPurchases(0); end -- Map Information Lib (function() local math_floor, C_SuperTrack = math.floor, C_SuperTrack; local __TomTomWaypointCacheIndexY = { __index = function(t, y) local o = {}; rawset(t, y, o); return o; end }; local __TomTomWaypointCacheIndexX = { __index = function(t, x) local o = setmetatable({}, __TomTomWaypointCacheIndexY); rawset(t, x, o); return o; end }; local __TomTomWaypointCache = setmetatable({}, { __index = function(t, mapID) local o = setmetatable({}, __TomTomWaypointCacheIndexX); rawset(t, mapID, o); return o; end }); local __TomTomWaypointFirst; local function AddTomTomWaypointCache(coord, group) local mapID = coord[3]; if mapID then __TomTomWaypointCache[mapID][math_floor(coord[1] * 10)][math_floor(coord[2] * 10)][group.key .. ":" .. group[group.key]] = group; else -- coord[3] not existing is checked by Parser and shouldn't ever happen print("Missing mapID for", group.text, coord[1], coord[2], mapID); end end local function AddTomTomWaypointInternal(group, depth) if group.visible then if group.plotting then return false; end group.plotting = true; if group.g then depth = depth + 1; for _,o in ipairs(group.g) do AddTomTomWaypointInternal(o, depth); end depth = depth - 1; end local searchResults = ResolveSymbolicLink(group); if searchResults then depth = depth + 1; for _,o in ipairs(searchResults) do AddTomTomWaypointInternal(o, depth); end depth = depth - 1; end group.plotting = nil; if TomTom then -- always plot directly clicked otherwise don't plot saved or inaccessible groups if depth == 0 or (not group.saved and not group.missingSourceQuests) then if group.coords or group.coord then if group.coords then for _,coord in ipairs(group.coords) do AddTomTomWaypointCache(coord, group); end end if group.coord then AddTomTomWaypointCache(group.coord, group); end end end elseif C_SuperTrack then -- always plot directly clicked or first available waypoint otherwise don't plot saved or inaccessible groups if depth == 0 or (__TomTomWaypointFirst and (not group.saved and not group.missingSourceQuests)) then local coord = group.coords and group.coords[1] or group.coord; if coord then __TomTomWaypointFirst = false; C_SuperTrack.SetSuperTrackedUserWaypoint(false); C_Map.ClearUserWaypoint(); -- coord[3] not existing is checked by Parser and shouldn't ever happen C_Map.SetUserWaypoint(UiMapPoint.CreateFromCoordinates(coord[3] or C_Map.GetBestMapForUnit("player") or 1, coord[1]/100, coord[2]/100)); C_SuperTrack.SetSuperTrackedUserWaypoint(true); end end end end end AddTomTomWaypoint = function(group) if TomTom or C_SuperTrack then __TomTomWaypointFirst = true; wipe(__TomTomWaypointCache); AddTomTomWaypointInternal(group, 0); if TomTom then local xnormal; for mapID,c in pairs(__TomTomWaypointCache) do for x,d in pairs(c) do xnormal = x / 1000; for y,datas in pairs(d) do -- Determine the Root and simplify NPC/Object data. -- An NPC/Object can contain all of the other types by reference and don't need individual entries. local root,rootByCreatureID,rootByObjectID = {},{},{}; for key,group in pairs(datas) do local creatureID, objectID; if group.npcID or group.creatureID then creatureID = group.npcID or group.creatureID; elseif group.objectID then objectID = group.objectID; else if group.providers then for i,provider in ipairs(group.providers) do if provider[1] == "n" then if provider[2] > 0 then creatureID = provider[2]; end elseif provider[1] == "o" then if provider[2] > 0 then objectID = provider[2]; end end end end if group.qgs then local count = #group.qgs; if count > 1 and group.coords and #group.coords == count then for i=count,1,-1 do local coord = group.coords[i]; if coord[3] == mapID and math_floor(coord[1] * 10) == x and math_floor(coord[2] * 10) == y then creatureID = group.qgs[i]; break; end end if not creatureID then creatureID = group.qgs[1]; end else creatureID = group.qgs[1]; end end if group.crs then local count = #group.crs; if count > 1 and group.coords and #group.coords == count then for i=count,1,-1 do local coord = group.coords[i]; if coord[3] == mapID and math_floor(coord[1] * 10) == x and math_floor(coord[2] * 10) == y then creatureID = group.crs[i]; break; end end if not creatureID then creatureID = group.crs[1]; end else creatureID = group.crs[1]; end end end if creatureID then if not rootByCreatureID[creatureID] then rootByCreatureID[creatureID] = group; tinsert(root, app.CreateNPC(creatureID)); end elseif objectID then if not rootByObjectID[objectID] then rootByObjectID[objectID] = group; tinsert(root, app.CreateObject(objectID)); end else tinsert(root, group); end end local first = root[1]; if first then local opt = { from = "ATT", persistent = false }; opt.title = first.text or RETRIEVING_DATA; local displayID = GetDisplayID(first); if displayID then opt.minimap_displayID = displayID; opt.worldmap_displayID = displayID; end if first.icon then opt.minimap_icon = first.icon; opt.worldmap_icon = first.icon; end if TomTom.DefaultCallbacks then local callbacks = TomTom:DefaultCallbacks(); callbacks.minimap.tooltip_update = nil; callbacks.minimap.tooltip_show = function(event, tooltip, uid, dist) tooltip:ClearLines(); for i,o in ipairs(root) do local lineNumber = tooltip:NumLines() + 1; tooltip:AddLine(o.text); if o.title and not o.explorationID then tooltip:AddLine(o.title); end local key = o.key; if key == "objectiveID" then if o.parent and o.parent.questID then tooltip:AddLine("Objective for " .. o.parent.text); end elseif key == "criteriaID" then tooltip:AddLine("Criteria for " .. GetAchievementLink(o.achievementID)); else if key == "npcID" then key = "creatureID"; end AttachTooltipSearchResults(tooltip, lineNumber, key .. ":" .. o[o.key], SearchForField, key, o[o.key]); end end tooltip:Show(); end callbacks.world.tooltip_update = nil; callbacks.world.tooltip_show = callbacks.minimap.tooltip_show; opt.callbacks = callbacks; end TomTom:AddWaypoint(mapID, xnormal, y / 1000, opt); end end end end TomTom:SetClosestWaypoint(); end if C_SuperTrack and group.questID and C_QuestLog.IsOnQuest(group.questID) then C_SuperTrack.SetSuperTrackedQuestID(group.questID); end else app.print("You must have TomTom installed to plot coordinates."); end end end)(); -- Populates/replaces data within a questObject for displaying in a row local function PopulateQuestObject(questObject) -- cannot do anything on a missing object or questID if not questObject or not questObject.questID then return; end local questID = questObject.questID; -- Check for a Task-specific icon local info = C_QuestLog.GetQuestTagInfo(questID); -- TODO: eventually handle the reward population async via QUEST_DATA_LOAD_RESULT event trigger somehow -- if info then -- print("WQ info:",questID); -- for k,v in pairs(info) do -- print(k,v); -- end -- print("---"); -- end -- local tagID, tagName, worldQuestType, rarity, isElite, tradeskillLineIndex = ; local worldQuestType = info and info.worldQuestType; local tagID = info and info.tagID; if worldQuestType then -- all WQ's on map should be treated as repeatable questObject.repeatable = true; if worldQuestType == LE_QUEST_TAG_TYPE_PVP or worldQuestType == LE_QUEST_TAG_TYPE_BOUNTY then questObject.icon = "Interface\\Icons\\Achievement_PVP_P_09"; elseif worldQuestType == LE_QUEST_TAG_TYPE_PET_BATTLE then questObject.icon = "Interface\\Icons\\PetJournalPortrait"; elseif worldQuestType == LE_QUEST_TAG_TYPE_PROFESSION then questObject.icon = "Interface\\Icons\\Trade_BlackSmithing"; elseif worldQuestType == LE_QUEST_TAG_TYPE_DUNGEON or tagID == 137 then -- questObject.icon = "Interface\\Icons\\Achievement_PVP_P_09"; -- TODO: Add the relevent dungeon icon. (DONE! IN REWARDS!) elseif worldQuestType == LE_QUEST_TAG_TYPE_RAID then questObject.isRaid = true; -- questObject.icon = "Interface\\Icons\\Achievement_PVP_P_09"; -- TODO: Add the relevent dungeon icon. elseif worldQuestType == LE_QUEST_TAG_TYPE_INVASION or worldQuestType == LE_QUEST_TAG_TYPE_INVASION_WRAPPER then questObject.icon = "Interface\\Icons\\achievements_zone_brokenshore"; --elseif worldQuestType == LE_QUEST_TAG_TYPE_TAG then -- completely useless --questObject.icon = "Interface\\Icons\\INV_Misc_QuestionMark"; --elseif worldQuestType == LE_QUEST_TAG_TYPE_NORMAL then -- questObject.icon = "Interface\\Icons\\INV_Misc_QuestionMark"; end end -- Get time remaining info (only works for World Quests) local timeRemaining = C_TaskQuest.GetQuestTimeLeftMinutes(questID); if timeRemaining and timeRemaining > 0 then local description = BONUS_OBJECTIVE_TIME_LEFT:format(SecondsToTime(timeRemaining * 60)); if timeRemaining < 30 then description = "|cFFFF0000" .. description .. "|r"; elseif timeRemaining < 120 then description = "|cFFFFFF00" .. description .. "|r"; else description = "|cFF008000" .. description .. "|r"; end questObject.timeRemaining = description; end -- If this is not a metatable yet, create a raw repeatable value for use prior to that if not questObject.repeatable and (questObject.isDaily or questObject.isWeekly or questObject.isMonthly or questObject.isYearly) then questObject.repeatable = true; end -- Try populating quest rewards app.TryPopulateQuestRewards(questObject); end -- Returns an Object based on a QuestID a lot of Quest information for displaying in a row local function GetPopulatedQuestObject(questID) local cachedVersion = app.SearchForObject("questID", questID); -- either want to duplicate the existing data for this quest, or create new data for a missing quest local data = cachedVersion or { questID = questID, _missing = true }; local questObject = CreateObject(data, true); -- if this quest exists but is Sourced under a _missing group, then it is technically missing itself questObject._missing = GetRelativeValue(data, "_missing"); PopulateQuestObject(questObject); return questObject; end local function ExportDataRecursively(group, indent) if group.itemID then return ""; end if group.g then if group.instanceID then EJ_SelectInstance(group.instanceID); EJ_SetLootFilter(0, 0); EJ_SetSlotFilter(0); local str = indent .. "c(" .. group.instanceID .. "--[[" .. select(1, EJ_GetInstanceInfo()) .. "]], {\n"; for i,subgroup in ipairs(group.g) do str = str .. ExportDataRecursively(subgroup, indent .. "\t"); end return str .. indent .. "}),\n" end if group.difficultyID then EJ_SetDifficulty(group.difficultyID); EJ_SetLootFilter(0, 0); EJ_SetSlotFilter(0); local str = indent .. "d(" .. group.difficultyID .. "--[[" .. select(1, GetDifficultyInfo(group.difficultyID)) .. "]], {\n"; for i,subgroup in ipairs(group.g) do str = str .. ExportDataRecursively(subgroup, indent .. "\t"); end return str .. indent .. "}),\n" end if group.encounterID then EJ_SelectEncounter(group.encounterID); EJ_SetLootFilter(0, 0); EJ_SetSlotFilter(0); local str = indent .. "e(" .. group.encounterID .. "--[[" .. select(1, EJ_GetEncounterInfo(group.encounterID)) .. "]], {\n"; local numLoot = EJ_GetNumLoot(); for i = 1,numLoot do local itemID = EJ_GetLootInfoByIndex(i); str = str .. indent .. "\ti(" .. itemID .. "--[[" .. select(1, GetItemInfo(itemID)) .. "]]),\n"; end return str .. indent .. "}),\n" end end return ""; end local function ExportData(group) if group.instanceID then EJ_SetLootFilter(0, 0); EJ_SetSlotFilter(0); SetDataMember("EXPORT_DATA", ExportDataRecursively(group, "")); end end -- Refresh Functions do local function RefreshSavesCallback() -- This can be attempted a few times incase data is slow, but not too many times since it's possible to not be saved to any instance app.refreshingSaves = app.refreshingSaves or 30; -- While the player is still logging in, wait. if not app.GUID then AfterCombatCallback(RefreshSavesCallback); return; end -- Make sure there's info available to check save data local saves = GetNumSavedInstances(); -- While the player is still waiting for information, wait. if saves and saves < 1 and app.refreshingSaves > 0 then app.refreshingSaves = app.refreshingSaves - 1; AfterCombatCallback(RefreshSavesCallback); return; end -- Too many attempts, so give up if app.refreshingSaves <= 0 then app.refreshingSaves = nil; return; end -- Cache the lockouts across your account. local serverTime = GetServerTime(); -- Check to make sure that the old instance data has expired for guid,character in pairs(ATTCharacterData) do local locks = character.Lockouts; if locks then for name,instance in pairs(locks) do local count = 0; for difficulty,lock in pairs(instance) do if serverTime >= lock.reset then -- Clean this up. instance[difficulty] = nil; else count = count + 1; end end if count == 0 then -- Clean this up. locks[name] = nil; end end end end -- Update Saved Instances local converter = L["SAVED_TO_DJ_INSTANCES"]; local myLockouts = app.CurrentCharacter.Lockouts; for instanceIter=1,saves do local name, id, reset, difficulty, locked, _, _, isRaid, _, _, numEncounters = GetSavedInstanceInfo(instanceIter); if locked then -- Update the name of the instance and cache the locks for this instance name = converter[name] or name; reset = serverTime + reset; local locks = myLockouts[name]; if not locks then locks = {}; myLockouts[name] = locks; end -- Create the lock for this difficulty local lock = locks[difficulty]; if not lock then lock = { ["id"] = id, ["reset"] = reset, ["encounters"] = {}}; locks[difficulty] = lock; else lock.id = id; lock.reset = reset; end -- If this is LFR, then don't share. if difficulty == 7 or difficulty == 17 then if #lock.encounters == 0 then -- Check Encounter locks for encounterIter=1,numEncounters do local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter); tinsert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled }); end else -- Check Encounter locks for encounterIter=1,numEncounters do local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter); if not lock.encounters[encounterIter] then tinsert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled }); elseif isKilled then lock.encounters[encounterIter].isKilled = true; end end end else -- Create the pseudo "shared" lock local shared = locks["shared"]; if not shared then shared = {}; shared.id = id; shared.reset = reset; shared.encounters = {}; locks["shared"] = shared; -- Check Encounter locks for encounterIter=1,numEncounters do local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter); tinsert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled }); -- Shared Encounter is always assigned if this is the first lock seen for this instance tinsert(shared.encounters, { ["name"] = name, ["isKilled"] = isKilled }); end else -- Check Encounter locks for encounterIter=1,numEncounters do local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter); if not lock.encounters[encounterIter] then tinsert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled }); elseif isKilled then lock.encounters[encounterIter].isKilled = true; end if not shared.encounters[encounterIter] then tinsert(shared.encounters, { ["name"] = name, ["isKilled"] = isKilled }); elseif isKilled then shared.encounters[encounterIter].isKilled = true; end end end end end end -- Mark that we're done now. app:UpdateWindows(); end local function RefreshSaves() AfterCombatCallback(RefreshSavesCallback); end local function RefreshAppearanceSources() app.DoRefreshAppearanceSources = nil; local collectedSources, brokenUniqueSources = ATTAccountWideData.Sources, ATTAccountWideData.BrokenUniqueSources; wipe(collectedSources); -- TODO: test C_TransmogCollection.PlayerKnowsSource(sourceID) ? -- Simply determine the max known SourceID from ATT cached sources if not app.MaxSourceID then -- print("Initial Session Refresh") local maxSourceID = 0; for id,_ in pairs(fieldCache["s"]) do -- track the max sourceID so we can evaluate sources not in ATT as well if id > maxSourceID then maxSourceID = id; end end app.MaxSourceID = maxSourceID; -- print("MaxSourceID",maxSourceID) end -- Then evaluate all SourceIDs under the maximum which are known explicitly -- print("Completionist Refresh") for s=1,app.MaxSourceID do -- don't need to check for existing value... everything is cleared beforehand if C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(s) then rawset(collectedSources, s, 1); end end -- print("Completionist Refresh done") -- Additionally, for Unique Mode we can grant collection of Appearances which match the Visual of explicitly known SourceIDs if other criteria (Race/Faction/Class) match as well using ATT info if not app.Settings:Get("Completionist") then -- print("Unique Refresh") local currentCharacterOnly = app.Settings:Get("MainOnly"); for s=1,app.MaxSourceID do -- for each known source if rawget(collectedSources, s) == 1 then -- collect shared visual sources app.MarkUniqueCollectedSourcesBySource(s, currentCharacterOnly); elseif brokenUniqueSources then -- special reverse-check-logic for unknown SourceID's whose VisualID does not return the SourceID from C_TransmogCollection_GetAllAppearanceSources(VisualID) -- and haven't already been marked as unique-collected if rawget(brokenUniqueSources, s) and not rawget(collectedSources, s) then local sInfo = C_TransmogCollection_GetSourceInfo(s); if app.ItemSourceFilter(sInfo) then -- print("Fixed Unique SourceID Collected",s) rawset(collectedSources, s, 2); end end end end -- print("Unique Refresh done") end end app.RefreshAppearanceSources = RefreshAppearanceSources; local function RefreshCollections() app.print(L["REFRESHING_COLLECTION"]); while InCombatLockdown() do coroutine.yield(); end -- Harvest Illusion Collections local collectedIllusions = ATTAccountWideData.Illusions; for _,illusion in ipairs(C_TransmogCollection.GetIllusions()) do if rawget(illusion, "isCollected") then rawset(collectedIllusions, illusion.sourceID, 1); end end coroutine.yield(); -- Harvest Title Collections local acctTitles, charTitles, charGuid = ATTAccountWideData.Titles, {}, app.GUID; for i=1,GetNumTitles(),1 do if IsTitleKnown(i) then if not acctTitles[i] then print("Added Title",app:Linkify(i,app.Colors.ChatLink,"search:titleID:"..i)) end rawset(charTitles, i, 1); end end app.CurrentCharacter.Titles = charTitles; coroutine.yield(); -- Refresh Mounts / Pets local acctSpells, charSpells = ATTAccountWideData.Spells, app.CurrentCharacter.Spells; local C_MountJournal_GetMountInfoByID = C_MountJournal.GetMountInfoByID; for _,mountID in ipairs(C_MountJournal.GetMountIDs()) do local _, spellID, _, _, _, _, _, _, _, _, isCollected = C_MountJournal_GetMountInfoByID(mountID); if spellID then if isCollected then if not acctSpells[spellID] then print("Added Mount",app:Linkify(spellID,app.Colors.ChatLink,"search:spellID:"..spellID)) end rawset(charSpells, spellID, 1); else rawset(charSpells, spellID, nil); end end end coroutine.yield(); -- Refresh Factions local Search = app.SearchForObject; local faction; wipe(app.CurrentCharacter.Factions); for factionID,_ in pairs(fieldCache["factionID"]) do faction = Search("factionID", factionID); -- simply reference the .saved property of each known Faction to re-calculate the character value if faction and faction.saved then end end coroutine.yield(); -- Harvest Item Collections that are used by the addon. app:GetDataCache(); coroutine.yield(); -- Refresh Toys from Cache local acctToys = ATTAccountWideData.Toys; for id,_ in pairs(fieldCache["toyID"]) do if PlayerHasToy(id) then if not acctToys[id] then print("Added Toy",app:Linkify(id,app.Colors.ChatLink,"search:toyID:"..id)) end rawset(acctToys, id, 1); else -- remove Toys that the account doesnt actually have if acctToys[id] then print("Removed Toy",app:Linkify(id,app.Colors.ChatLink,"search:toyID:"..id)) end acctToys[id] = nil; end end coroutine.yield(); -- Refresh RuneforgeLegendaries from Cache local acctRFLs = ATTAccountWideData.RuneforgeLegendaries; local C_LegendaryCrafting_GetRuneforgePowerInfo = C_LegendaryCrafting.GetRuneforgePowerInfo; local state; for id,_ in pairs(fieldCache["runeforgePowerID"]) do state = (C_LegendaryCrafting_GetRuneforgePowerInfo(id) or app.EmptyTable).state; if state == 0 then if not acctRFLs[id] then print("Added Runeforge Power",app:Linkify(id,app.Colors.ChatLink,"search:runeforgePowerID:"..id)) end rawset(acctRFLs, id, 1); else -- remove RFLs that the account doesnt actually have if acctRFLs[id] then print("Removed Runeforge Power",app:Linkify(id,app.Colors.ChatLink,"search:runeforgePowerID:"..id)) end acctRFLs[id] = nil; end end coroutine.yield(); -- Refresh Achievements RefreshAchievementCollection(); coroutine.yield(); -- Double check if any once-per-account quests which haven't been detected as being completed are completed by this character local acctQuests, oneTimeQuests = ATTAccountWideData.Quests, ATTAccountWideData.OneTimeQuests; for questID,questGuid in pairs(oneTimeQuests) do -- If this Character has the Quest completed and it is not marked as completed for Account or not for specific Character if CompletedQuests[questID] then -- Throw up a warning to report if this was already completed by another character if questGuid and questGuid ~= charGuid then app.PrintDebug("One-Time-Quest ID " .. app:Linkify(questID,app.Colors.ChatLink,"search:questID:"..questID) .. " was previously marked as completed, but is also completed on the current character!"); end -- Mark the quest as completed for the Account acctQuests[questID] = 1; -- Mark the character which completed the Quest oneTimeQuests[questID] = charGuid; end end coroutine.yield(); app:RecalculateAccountWideData(); -- Refresh Sources from Cache if tracking Transmog if app.DoRefreshAppearanceSources or app.Settings:Get("Thing:Transmog") then RefreshAppearanceSources(); end coroutine.yield(); -- Need to update the Settings window as well if User does not have auto-refresh for Settings if app.Settings:Get("Skip:AutoRefresh") or app.Settings.NeedsRefresh then app.Settings:UpdateMode("FORCE"); else app:RefreshData(false, false, true); end -- Wait for refresh to actually finish while app.refreshDataQueued do coroutine.yield(); end -- Report success. app.print(L["DONE_REFRESHING"]); end app.ToggleMainList = function() app:GetWindow("Prime"):Toggle(); end app.RefreshCollections = function() StartCoroutine("RefreshingCollections", RefreshCollections); end app.RefreshSaves = RefreshSaves; end -- Refresh Functions local npcQuestsCache = {} function app.IsNPCQuestGiver(self, npcID) if not npcID then return false; end if npcQuestsCache[npcID] ~= nil then return npcQuestsCache[npcID]; else local group = app.SearchForField("creatureID", npcID); if group then for _,v in pairs(group) do if v.visible and v.questID then npcQuestsCache[npcID] = true; return true; end end end npcQuestsCache[npcID] = false; return false; end end local function AttachTooltip(self) -- app.PrintDebug("AttachTooltip-Processing",self.AllTheThingsProcessing); local numLines = self:NumLines(); -- app.PrintDebug("AttachTooltip",numLines,"i:",self:GetItem(),"u:",self:GetUnit(),"s:",self:GetSpell()) if numLines < 1 then return false end -- Does the tooltip have an owner? local owner = self:GetOwner(); if owner then if owner.SpellHighlightTexture then -- Actionbars, don't want that. return true; end if owner.cooldownWrapper then local parent = owner:GetParent(); if parent then parent = parent:GetParent(); if parent and parent.fanfareToys then -- Toy Box, don't want that. return true; end end end -- this is already covered by a default in-game tooltip line: -- AUCTION_HOUSE_BUCKET_VARIATION_EQUIPMENT_TOOLTIP = "Items in this group may vary in stats and appearance. Check the auction's tooltip before buying."; -- if owner.useCircularIconBorder and not self.AllTheThingsProcessing then -- -- print("AH General Item Tooltip") -- -- Generalized tooltip hover of a selected Auction Item -- not always accurate to the actual Items for sale -- self:AddLine(L["AUCTION_GENERALIZED_ITEM_WARNING"]); -- end end if not self.GetItem then -- app.PrintDebug("missing GetItem") -- app.PrintTable(self) return; end if CanAttachTooltips() then local link, target, spellID; -- check what this tooltip is currently displaying, and keep that reference link = select(2, self:GetItem()); if link and not link:find("%[]") then if self.AllTheThingsProcessing and self.AllTheThingsProcessing == link then return true; else self.AllTheThingsProcessing = link; end else target = select(2, self:GetUnit()); if target then if self.AllTheThingsProcessing and self.AllTheThingsProcessing == target then return true; else self.AllTheThingsProcessing = target; end else spellID = select(2, self:GetSpell()); if spellID then if self.AllTheThingsProcessing and self.AllTheThingsProcessing == spellID then return true; else self.AllTheThingsProcessing = spellID; end end end end --[[--] -- Debug all of the available fields on the tooltip. app.PrintDebug("Tooltip Data") for i,j in pairs(self) do app.PrintDebug(i,type(j),j); end -- self:Show(); -- self:AddDoubleLine("GetItem", tostring(select(2, self:GetItem()) or "nil")); -- self:AddDoubleLine("GetSpell", tostring(select(2, self:GetSpell()) or "nil")); -- self:AddDoubleLine("GetUnit", tostring(select(2, self:GetUnit()) or "nil")); --]]-- -- Does the tooltip have a target? if self.AllTheThingsProcessing and target then -- Yes. target = UnitGUID(target); if target then local type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",target); -- print(target, type, npc_id); if type == "Player" then if target == "Player-76-0895E23B" then local leftSide = _G[self:GetName() .. "TextLeft1"]; if leftSide then leftSide:SetText("|cffff8000" .. leftSide:GetText() .. "|r"); end local rightSide = _G[self:GetName() .. "TextRight2"]; leftSide = _G[self:GetName() .. "TextLeft2"]; if leftSide and rightSide then leftSide:SetText(L["TITLE"]); leftSide:Show(); rightSide:SetText("Author"); rightSide:Show(); else self:AddDoubleLine(L["TITLE"], "Author"); end end elseif type == "Creature" or type == "Vehicle" then if app.Settings:GetTooltipSetting("creatureID") then self:AddDoubleLine(L["CREATURE_ID"], tostring(npc_id)); end AttachTooltipSearchResults(self, 1, "creatureID:" .. npc_id, SearchForField, "creatureID", tonumber(npc_id)); end end return true; end -- Does the tooltip have a spell? [Mount Journal, Action Bars, etc] if self.AllTheThingsProcessing and spellID then AttachTooltipSearchResults(self, 1, "spellID:" .. spellID, SearchForField, "spellID", spellID); return true; end -- Does the tooltip have an itemlink? --local link = select(2, self:GetItem()); if self.AllTheThingsProcessing and link then -- local _, _, Color, Ltype, Id, Enchant, Gem1, Gem2, Gem3, Gem4, Suffix, Unique, LinkLvl, reforging, Name = string.find(link, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*):?(%d*):?(%d*):?(%-?%d*):?(%-?%d*):?(%d*):?(%d*)|?h?%[?([^%[%]]*)%]?|?h?|?r?"); -- local _, _, _, Ltype, Id = string.find(link, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*):?(%d*):?(%d*):?(%-?%d*):?(%-?%d*):?(%d*):?(%d*)|?h?%[?([^%[%]]*)%]?|?h?|?r?"); -- local _, _, _, Ltype, Id = string.find(link, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*)"); -- print(Ltype,Id); --[[ local itemString = string.match(link, "item[%-?%d:]+"); -- mythic keystones have no itemID ... ?? so itemString is nil here local itemID = GetItemInfoInstant(itemString); if not AllTheThingsAuctionData then return end; if AllTheThingsAuctionData[itemID] then self:AddLine("ATT -> " .. BUTTON_LAG_AUCTIONHOUSE .. " -> " .. GetCoinTextureString(AllTheThingsAuctionData[itemID]["price"])); end--]] -- app.PrintDebug("Search Item",link); local mohIndex = link:find("item:137642"); if mohIndex and mohIndex > 0 then -- skip Mark of Honor for now AttachTooltipSearchResults(self, 1, link, app.EmptyFunction, "itemID", 137642); else AttachTooltipSearchResults(self, 1, link, SearchForLink, link); end return true; end -- Does this tooltip have a 'shown Thing' -- if self.shownThing then -- -- local search, id = self.shownThing[1], self.shownThing[2]; -- -- print("shown Thing", search, id); -- -- AttachTooltipSearchResults(self, 1, search .. ":" .. id, SearchForField, search, id); -- self.AllTheThingsProcessing = nil; -- self.shownThing = nil; -- end -- Does the tooltip have an owner? if owner then -- print("AttachTooltip-HasOwner"); -- If the owner has a ref, it's an ATT row. Ignore it. if owner.ref then -- print("owner-ATT-row"); return true; end --[[-- -- Debug all of the available fields on the owner. self:AddDoubleLine("GetOwner", tostring(owner:GetName())); for i,j in pairs(owner) do self:AddDoubleLine(tostring(i), tostring(j)); end self:Show(); --]]-- local encounterID = owner.encounterID; if encounterID and not owner.itemID then if app.Settings:GetTooltipSetting("encounterID") then self:AddDoubleLine(L["ENCOUNTER_ID"], tostring(encounterID)); end AttachTooltipSearchResults(self, 1, "encounterID:" .. encounterID, SearchForField, "encounterID", tonumber(encounterID)); return true; end local gf; if owner.lastNumMountsNeedingFanfare then -- Collections gf = app:GetWindow("Prime").data; elseif owner.NewAdventureNotice then -- Adventure Guide gf = app:GetWindow("Prime").data.g[1]; elseif owner.tooltipText then if type(owner.tooltipText) == "string" then if owner.tooltipText == DUNGEONS_BUTTON then -- Group Finder gf = app:GetWindow("Prime").data.g[4]; elseif owner.tooltipText == BLIZZARD_STORE then -- Shop gf = app:GetWindow("Prime").data.g[16]; elseif string.sub(owner.tooltipText, 1, string.len(ACHIEVEMENT_BUTTON)) == ACHIEVEMENT_BUTTON then -- Achievements gf = app:GetWindow("Prime").data.g[5]; end end end if gf then app.noDepth = true; AttachTooltipSearchResults(self, 1, owner:GetName(), (function() return gf; end), owner:GetName(), 1); app.noDepth = nil; self:Show(); end end -- Addons Menu? if numLines == 2 then local leftSide = _G[self:GetName() .. "TextLeft1"]; if leftSide and leftSide:GetText() == "AllTheThings" then local reference = app:GetDataCache(); self:ClearLines(); self:AddDoubleLine(L["TITLE"], GetProgressColorText(reference.progress, reference.total), 1, 1, 1); self:AddDoubleLine(app.Settings:GetModeString(), app.GetNumberOfItemsUntilNextPercentage(reference.progress, reference.total), 1, 1, 1); self:AddLine(reference.description, 0.4, 0.8, 1, 1); return true; end end -- print("AttachTooltip-Return"); end end local function AttachBattlePetTooltip(self, data, quantity, detail) if not data or data.att or not data.speciesID then return end data.att = 1; -- GameTooltip_ShowCompareItem local searchResults = SearchForField("speciesID", data.speciesID); local owned = C_PetJournal.GetOwnedBattlePetString(data.speciesID); self.Owned:SetText(owned); if owned == nil then if self.Delimiter then -- if .Delimiter is present it requires special handling (FloatingBattlePetTooltip) self:SetSize(260,150 + h) self.Delimiter:ClearAllPoints() self.Delimiter:SetPoint("TOPLEFT",self.SpeedTexture,"BOTTOMLEFT",-6,-5) else self:SetSize(260,122) end else local h = self.Owned:GetHeight() or 0; if self.Delimiter then self:SetSize(260,150 + h) self.Delimiter:ClearAllPoints() self.Delimiter:SetPoint("TOPLEFT",self.SpeedTexture,"BOTTOMLEFT",-6,-(5 + h)) else self:SetSize(260,122 + h) end end self:Show() return true; end local function ClearTooltip(self) -- app.PrintDebug("Clear Tooltip"); self.AllTheThingsProcessing = nil; self.AttachComplete = nil; self.MiscFieldsComplete = nil; self.UpdateTooltip = nil; end -- Tooltip Hooks (function() local C_CurrencyInfo_GetCurrencyListInfo = C_CurrencyInfo.GetCurrencyListInfo; local C_CurrencyInfo_GetCurrencyInfo = C_CurrencyInfo.GetCurrencyInfo; --[[ for name,func in pairs(getmetatable(GameTooltip).__index) do print(name); if type(func) == "function" and name ~= "IsOwned" and name ~= "GetOwner" then (function(n,f) GameTooltip[n] = function(...) print("GameTooltip", n, ...); return f(...); end end)(name, func); end end ]]-- local GameTooltip_SetCurrencyByID = GameTooltip.SetCurrencyByID; GameTooltip.SetCurrencyByID = function(self, currencyID, count) -- print("set currency tooltip", currencyID, count) -- Make sure to call to base functionality GameTooltip_SetCurrencyByID(self, currencyID, count); if CanAttachTooltips() then AttachTooltipSearchResults(self, 1, "currencyID:" .. currencyID, SearchForField, "currencyID", currencyID); if app.Settings:GetTooltipSetting("currencyID") then self:AddDoubleLine(L["CURRENCY_ID"], tostring(currencyID)); end self:Show(); end end local GameTooltip_SetCurrencyToken = GameTooltip.SetCurrencyToken; GameTooltip.SetCurrencyToken = function(self, tokenID) -- app.PrintDebug("GameTooltip.SetCurrencyToken", tokenID) -- this only runs once per tooltip show -- Make sure to call to base functionality GameTooltip_SetCurrencyToken(self, tokenID); if CanAttachTooltips() then -- Determine what kind of list data this is. (Blizzard is whack and using this API call for headers too...) local info = C_CurrencyInfo_GetCurrencyListInfo(tokenID); local name, isHeader = info.name, info.isHeader; -- print(tokenID, name, isHeader); -- app.PrintTable(info) if not isHeader then -- Determine which currencyID is the one that we're dealing with. -- TODO: also need to check 'currencyIDAsCost' local cache = SearchForFieldContainer("currencyID"); if cache then -- We only care about currencies in the addon at the moment. for currencyID,_ in pairs(cache) do -- Compare the name of the currency vs the name of the token local currencyInfo = C_CurrencyInfo_GetCurrencyInfo(currencyID); if currencyInfo and currencyInfo.name == name then -- self.shownThing = { "currencyID", currencyID }; -- make sure tooltip refreshes self.AllTheThingsProcessing = nil; AttachTooltipSearchResults(self, 1, "currencyID:" .. currencyID, SearchForField, "currencyID", currencyID); if app.Settings:GetTooltipSetting("currencyID") then self:AddDoubleLine(L["CURRENCY_ID"], tostring(currencyID)); end self:Show(); return; end end end -- move on to currencyIDAsCost cache = SearchForFieldContainer("currencyIDAsCost"); if cache then -- We only care about currencies in the addon at the moment. for currencyID,_ in pairs(cache) do -- Compare the name of the currency vs the name of the token local currencyInfo = C_CurrencyInfo_GetCurrencyInfo(currencyID); if currencyInfo and currencyInfo.name == name then -- self.shownThing = { "currencyID", currencyID }; -- make sure tooltip refreshes self.AllTheThingsProcessing = nil; AttachTooltipSearchResults(self, 1, "currencyID:" .. currencyID, SearchForField, "currencyID", currencyID); if app.Settings:GetTooltipSetting("currencyID") then self:AddDoubleLine(L["CURRENCY_ID"], tostring(currencyID)); end self:Show(); return; end end end end end end local GameTooltip_SetLFGDungeonReward = GameTooltip.SetLFGDungeonReward; GameTooltip.SetLFGDungeonReward = function(self, dungeonID, rewardID) -- Only call to the base functionality if it is unknown. GameTooltip_SetLFGDungeonReward(self, dungeonID, rewardID); if CanAttachTooltips() then local name, texturePath, quantity, isBonusReward, spec, itemID = GetLFGDungeonRewardInfo(dungeonID, rewardID); if itemID then if spec == "item" then AttachTooltipSearchResults(self, 1, "itemID:" .. itemID, SearchForField, "itemID", itemID); self:Show(); elseif spec == "currency" then AttachTooltipSearchResults(self, 1, "currencyID:" .. itemID, SearchForField, "currencyID", itemID); self:Show(); end end end end local GameTooltip_SetLFGDungeonShortageReward = GameTooltip.SetLFGDungeonShortageReward; GameTooltip.SetLFGDungeonShortageReward = function(self, dungeonID, shortageSeverity, lootIndex) -- Only call to the base functionality if it is unknown. GameTooltip_SetLFGDungeonShortageReward(self, dungeonID, shortageSeverity, lootIndex); if CanAttachTooltips() then local name, texturePath, quantity, isBonusReward, spec, itemID = GetLFGDungeonShortageRewardInfo(dungeonID, shortageSeverity, lootIndex); if itemID then if spec == "item" then AttachTooltipSearchResults(self, 1, "itemID:" .. itemID, SearchForField, "itemID", itemID); self:Show(); elseif spec == "currency" then AttachTooltipSearchResults(self, 1, "currencyID:" .. itemID, SearchForField, "currencyID", itemID); self:Show(); end end end end --[[ local GameTooltip_SetToyByItemID = GameTooltip.SetToyByItemID; GameTooltip.SetToyByItemID = function(self, itemID) GameTooltip_SetToyByItemID(self, itemID); if CanAttachTooltips() then AttachTooltipSearchResults(self, 1, "itemID:" .. itemID, SearchForField, "itemID", itemID); self:Show(); end end ]]-- -- Paragon Hook -- local paragonCacheID = { -- Paragon Cache Rewards -- [QuestID] = [ItemCacheID"] -- Faction // Quest Title -- [54454] = 166300, -- 7th Legion // Supplies from the 7th Legion -- [48976] = 152922, -- Argussian Reach // Paragon of the Argussian Reach -- [46777] = 152108, -- Armies of Legionfall // The Bounties of Legionfall -- [48977] = 152923, -- Army of the Light // Paragon of the Army of the Light -- [54453] = 166298, -- Champions of Azeroth // Supplies from Magni -- [46745] = 152102, -- Court of Farondis // Supplies from the Court -- [46747] = 152103, -- Dreamweavers // Supplies from the Dreamweavers -- [46743] = 152104, -- Highmountain Tribes // Supplies from Highmountain -- [54455] = 166299, -- Honorbound // Supplies from the Honorbound -- [54456] = 166297, -- Order of Embers // Supplies from the Order of Embers -- [54458] = 166295, -- Proudmoore Admiralty // Supplies from the Proudmoore Admiralty -- [54457] = 166294, -- Storm's Wake // Supplies from Storm's Wake -- [54460] = 166282, -- Talanji's Expedition // Supplies from Talanji's Expedition -- [46748] = 152105, -- The Nightfallen // Supplies from the Nightfallen -- [46749] = 152107, -- The Wardens // Supplies from the Wardens -- [54451] = 166245, -- Tortollan Seekers // Baubles from the Seekers -- [46746] = 152106, -- Valarjar // Supplies from the Valarjar -- [54461] = 166290, -- Voldunai // Supplies from the Voldunai -- [54462] = 166292, -- Zandalari Empire // Supplies from the Zandalari Empire -- [55976] = 169939, -- Waveblade Ankoan // Supplies From the Waveblade Ankoan -- [53982] = 169940, -- Unshackled // Supplies From The Unshackled -- [55348] = 170061, -- Rustbolt // Supplies from the Rustbolt Resistance -- [58096] = 174483, -- Rajani // Supplies from the Rajani -- [58097] = 174484, -- Uldum Accord // Supplies from the Uldum Accord -- [61095] = 180646, -- Undying Army // Supplies from The Undying Army -- [61098] = 180649, -- Wild Hunt // Supplies from The Wild Hunt -- [61100] = 180648, -- Court of Harvesters // Supplies from the Court of Harvesters -- [61097] = 180647, -- The Ascended // Supplies from The Ascended -- }; -- hooksecurefunc("ReputationParagonFrame_SetupParagonTooltip",function(frame) -- print("ReputationParagonFrame_SetupParagonTooltip") -- Let's make sure the user isn't in combat and if they are do they have In Combat turned on. Finally check to see if Tootltips are turned on. -- if CanAttachTooltips() then -- Source: //Interface//FrameXML//ReputationFrame.lua Line 360 -- Using hooksecurefunc because of how Blizzard coded the frame. Couldn't get GameTooltip to work like the above ones. -- //Interface//FrameXML//ReputationFrame.lua Segment code --[[ function ReputationParagonFrame_SetupParagonTooltip(frame) EmbeddedItemTooltip.owner = frame; EmbeddedItemTooltip.factionID = frame.factionID; local factionName, _, standingID = GetFactionInfoByID(frame.factionID); local gender = UnitSex("player"); local factionStandingtext = GetText("FACTION_STANDING_LABEL"..standingID, gender); local currentValue, threshold, rewardQuestID, hasRewardPending, tooLowLevelForParagon = C_Reputation.GetFactionParagonInfo(frame.factionID); if ( tooLowLevelForParagon ) then EmbeddedItemTooltip:SetText(PARAGON_REPUTATION_TOOLTIP_TEXT_LOW_LEVEL); else EmbeddedItemTooltip:SetText(factionStandingtext); local description = PARAGON_REPUTATION_TOOLTIP_TEXT:format(factionName); if ( hasRewardPending ) then local questIndex = GetQuestLogIndexByID(rewardQuestID); local text = GetQuestLogCompletionText(questIndex); if ( text and text ~= "" ) then description = text; end end EmbeddedItemTooltip:AddLine(description, HIGHLIGHT_FONT_COLOR.r, HIGHLIGHT_FONT_COLOR.g, HIGHLIGHT_FONT_COLOR.b, 1); if ( not hasRewardPending ) then local value = mod(currentValue, threshold); -- show overflow if reward is pending if ( hasRewardPending ) then value = value + threshold; end GameTooltip_ShowProgressBar(EmbeddedItemTooltip, 0, threshold, value, REPUTATION_PROGRESS_FORMAT:format(value, threshold)); end GameTooltip_AddQuestRewardsToTooltip(EmbeddedItemTooltip, rewardQuestID); end EmbeddedItemTooltip:Show(); end --]] -- local paragonQuestID = select(3, C_Reputation.GetFactionParagonInfo(frame.factionID)); -- print("info",frame.factionID,paragonQuestID,C_Reputation.GetFactionParagonInfo(frame.factionID)) -- if paragonQuestID then -- local itemID = paragonCacheID[paragonQuestID]; -- print("itemID",itemID) -- if itemID then -- local link = select(2, GetItemInfo(itemID)); -- print("link",link) -- if link then -- -- Attach tooltip to the Paragon Frame -- -- GameTooltip:SetOwner(EmbeddedItemTooltip, "ANCHOR_NONE") -- -- GameTooltip:SetPoint("TOPLEFT", EmbeddedItemTooltip, "TOPRIGHT"); -- GameTooltip:SetHyperlink(link); -- end -- end -- end -- end -- end); -- Hide Paragon Tooltip when cleared -- hooksecurefunc("ReputationParagonFrame_OnLeave",function(self) -- GameTooltip:Hide(); -- end); end)(); -- Lib Helpers (function() -- Represents non-nil default values which are valid for all Objects local ObjectDefaults = { ["progress"] = 0, ["total"] = 0, }; local GetTimePreciseSec = GetTimePreciseSec; local ObjectFunctions = { -- cloned groups will not directly have a parent, but they will instead have a sourceParent, so fill in with that instead ["parent"] = function(t) return t.sourceParent; end, -- way easier to just be able to dynamically reference a hash whenever instead of needing to ensure it is created first ["hash"] = function(t) return app.CreateHash(t); end, -- modItemID doesn't exist for Items which NEVER use a modID or bonusID (illusions, music rolls, mounts, etc.) ["modItemID"] = function(t) return t.itemID; end, -- default 'text' should be the colorized 'name' ["text"] = function(t) return t.name and app.TryColorizeName(t, t.name) or t.link; end, -- the total cost of a Thing is based on it being collectible as a cost or not ["costTotal"] = function(t) return t.collectibleAsCost and 1 or 0; end, -- the cost progress is currently always 0 since it is not considered a cost once it's no longer needed ["costProgress"] = function(t) return 0; end, }; local objFunc; -- Creates a Base Object Table which will evaluate the provided set of 'fields' (each field value being a keyed function) app.BaseObjectFields = not app.__perf and function(fields, type) -- if not type then app.PrintTable(fields); app.report("Every Object requires a Type!"); end if fields.__type then return fields; end fields.__type = function() return type; end; fields.__index = function(t, key) objFunc = rawget(fields, key) or rawget(ObjectFunctions, key); if objFunc then return objFunc(t); end -- use default key value if existing return rawget(ObjectDefaults, key); end; -- app.PrintDebug("BaseObjectFields",type,fields) return fields; end -- special performance tracking function for object properties or function(fields, type) if fields.__type then return fields; end -- init table for this object type if type and not app.__perf[type] then app.__perf[type] = {}; end fields.__type = function() return type; end; fields.__index = function(t, key) local typeData, result = rawget(app.__perf, type); local now = GetTimePreciseSec(); objFunc = rawget(fields, key) or rawget(ObjectFunctions, key); if objFunc then result = objFunc(t); key = tostring(key); else result = rawget(ObjectDefaults, key); key = tostring(key).."_miss"; end if typeData then rawset(typeData, key, (rawget(typeData, key) or 0) + 1); rawset(typeData, key.."_Time", (rawget(typeData, key.."_Time") or 0) + (GetTimePreciseSec() - now)); end return result; end; return fields; end -- Create a local cache table which can be used by a Type class of a Thing to easily store information based on a unique key field for any Thing object of that Type app.CreateCache = function(idField) local cache = {}; cache.GetCached = function(t) local id = t[idField]; if id then if not rawget(cache, id) then rawset(cache, id, {}); end return rawget(cache, id), id; end end; cache.GetCachedField = function(t, field, default_function) --[[ -- Debug Prints local _t, id = cache.GetCached(t); if _t[field] then print("GetCachedField",id,field,_t[field]); end --]] local _t = cache.GetCached(t); if _t then -- set a default provided cache value if any default function was provided and evalutes to a value if not rawget(_t, field) and default_function then local defVal = default_function(t, field); if defVal then rawset(_t, field, defVal); end end return rawget(_t, field); end end; cache.SetCachedField = function(t, field, value) --[[ Debug Prints local _t, id = cache.GetCached(t); if _t[field] then print("SetCachedField",id,field,"Old",t[field],"New",value); else print("SetCachedField",id,field,"New",value); end --]] local _t = cache.GetCached(t); if _t then rawset(_t, field, value); else print("Failed to get cache table using",idField) print(t.__type,field,value) app.PrintTable(t) end end; return cache; end -- Function which returns both collectible/collected based on a given 'ref' Thing, which has been previously determined as a -- possible collectible without regard to filtering local function CheckCollectible(ref) -- don't include groups which do not meet the current filter requirements if app.RecursiveGroupRequirementsFilter(ref) then -- app.PrintDebug("CheckCollectible",ref.hash) local total = ref.total; -- Used as a cost for something which has an incomplete progress if total and total > 0 then -- app.PrintDebug("Cost Required via Total/Prog",ref.hash) return true,ref.progress == total; -- Used as a cost for something which is collectible itself and not collected elseif ref.collectible then -- app.PrintDebug("Cost Required via Collectible",ref.hash) return true,ref.collected; -- Used as a cost for something which is collectible as a cost itself and not collected elseif ref.collectibleAsCost then -- app.PrintDebug("Cost Required via collectibleAsCost",ref.hash) return true; -- we never have 'collected costs' end -- If this group has sub-groups and not yet updated, then update this group and check the total to see if it has collectibles if ref.g and (total or 0) == 0 then -- checking last update time is needed for groups which have a cost but nothing actually collectible due to filters... total is 0 local lastUpdate = ref._LastUpdateTime; -- app.PrintDebug("Updating sub-groups...",ref.hash) -- do an Update pass for the ref if necessary if not lastUpdate or lastUpdate < app._LastUpdateTime then ref._LastUpdateTime = app._LastUpdateTime; app.TopLevelUpdateGroup(ref); -- app.PrintDebug("Updated sub-groups",ref.hash,ref.progress,ref.total,ref._LastUpdateTime,"<=",app._LastUpdateTime) -- app.PrintTable(ref) -- raw sub-groups have something collectible, so return if total and ref.progress < total then return true,false; end end end -- If this group has a symlink, generate the symlink into a cached version of the ref and see if it has collectibles if ref.sym then -- app.PrintDebug("Checking symlink...",ref.hash) local refCache = ref._cache; if refCache then -- Already have a cached version of this reference with populated content local expItem = refCache.GetCachedField(ref, "_populated"); if expItem then -- app.PrintDebug("Cached symlink",expItem.hash,expItem.progress,expItem.total) if expItem.total and expItem.total > 0 then return true,expItem.progress == expItem.total; end return; end -- app.PrintDebug("Filling symlink...",ref.hash) -- app.PrintTable(ref) -- create a cached copy of this ref if it is an Item expItem = CreateObject(ref); -- fill the copied Item's symlink if any FillSymLinks(expItem); -- Build the Item's groups if any BuildGroups(expItem, expItem.g); -- do an Update pass for the copied Item app.TopLevelUpdateGroup(expItem); -- app.PrintDebug("Fresh symlink",expItem.hash,expItem.progress,expItem.total) -- app.PrintTable(expItem) -- save it in the Item cache in case something else is able to purchase this reference refCache.SetCachedField(ref, "_populated", expItem); -- check if this expItem has been completed if expItem.total and expItem.total > 0 then return true,expItem.progress == expItem.total; end end -- print("cannot determine collectibility") -- print("cost",t.key,t.key and t[t.key]) -- app.PrintTable(ref) -- print(ref.__type, ref._cache) -- return false,false; end end end app.CheckCollectible = CheckCollectible; -- Returns whether 't' should be considered collectible based on the set of costCollectibles already assigned to this 't' app.CollectibleAsCost = function(t) local collectibles = t.costCollectibles; -- literally nothing to collect with 't' as a cost, so don't process the logic anymore if not collectibles or #collectibles == 0 then rawset(t, "collectibleAsCost", false); return; end -- This instance of the Thing 't' is not actually collectible for this character if it is under a saved quest parent if not app.MODE_DEBUG_OR_ACCOUNT then local parent = rawget(t, "parent"); if parent and parent.questID and parent.saved then -- app.PrintDebug("CollectibleAsCost:t.parent.saved",t.hash) return; end end -- mark this group as not collectible by cost while it is processing, in case it has sub-content which can be used to obtain this 't' rawset(t, "collectibleAsCost", false); -- check the collectibles if any are considered collectible currently local collectible, collected; for _,ref in ipairs(collectibles) do -- Use the common collectibility check logic collectible, collected = CheckCollectible(ref); if collectible and not collected then t.collectibleAsCost = nil; -- app.PrintDebug("CollectibleAsCost:true",t.hash,"from",ref.hash) -- Found something collectible for t, make sure t is actually obtainable as well -- Make sure this thing can actually be collectible via hierarchy -- if GetRelativeValue(t, "altcollected") then -- -- literally have not seen this message in months, maybe is pointless... -- app.PrintDebug("CollectibleAsCost:altcollected",t.hash) -- return; -- end return true; end end -- app.PrintDebug("CollectibleAsCost:false",t.hash) t.collectibleAsCost = nil; end end)(); -- Quest Lib -- Quests first because a lot of other Thing libs use Quest logic (function() local C_QuestLog_GetQuestObjectives,C_QuestLog_IsOnQuest,C_QuestLog_IsQuestReplayable,C_QuestLog_IsQuestReplayedRecently,C_QuestLog_ReadyForTurnIn,C_QuestLog_GetAllCompletedQuestIDs,C_QuestLog_RequestLoadQuestByID,QuestUtils_GetQuestName,GetNumQuestLogRewards,GetQuestLogRewardInfo,GetNumQuestLogRewardCurrencies,GetQuestLogRewardCurrencyInfo,HaveQuestRewardData = C_QuestLog.GetQuestObjectives,C_QuestLog.IsOnQuest,C_QuestLog.IsQuestReplayable,C_QuestLog.IsQuestReplayedRecently,C_QuestLog.ReadyForTurnIn,C_QuestLog.GetAllCompletedQuestIDs,C_QuestLog.RequestLoadQuestByID,QuestUtils_GetQuestName,GetNumQuestLogRewards,GetQuestLogRewardInfo,GetNumQuestLogRewardCurrencies,GetQuestLogRewardCurrencyInfo,HaveQuestRewardData; local GetSpellInfo,math_floor = GetSpellInfo,math.floor; -- Quest Harvesting Lib (http://www.wowinterface.com/forums/showthread.php?t=46934) local QuestHarvester = CreateFrame("GameTooltip", "AllTheThingsQuestHarvester", UIParent, "GameTooltipTemplate"); local QuestTitleFromID = setmetatable({}, { __index = function(t, id) if id then local title = QuestUtils_GetQuestName(id); if title and title ~= "" then rawset(t, id, title); return title end app.RequestLoadQuestByID(id); return RETRIEVING_DATA; end end}); local QuestsRequested = {}; local QuestsToPopulate = {}; -- This event seems to fire synchronously from C_QuestLog.RequestLoadQuestByID if we already have the data app.events.QUEST_DATA_LOAD_RESULT = function(questID, success) -- app.PrintDebug("QUEST_DATA_LOAD_RESULT",questID,success) QuestsRequested[questID] = nil; -- Store the Quest title if not rawget(QuestTitleFromID, questID) then if success then local title = QuestUtils_GetQuestName(questID); if title and title ~= "" then -- app.PrintDebug("Available QuestData",questID,title) rawset(QuestTitleFromID, questID, title); -- trigger a slight delayed refresh to visible ATT windows since a quest name was now populated app:RefreshWindows(); end else -- this quest name cannot be populated by the server -- app.PrintDebug("No Server QuestData",questID) rawset(QuestTitleFromID, questID, "Quest #"..questID.."*"); end end -- see if this Quest is awaiting Reward population & Updates local data = QuestsToPopulate[questID]; if data then QuestsToPopulate[questID] = nil; app.TryPopulateQuestRewards(data); end end -- Checks if we need to request Quest data from the Server, and returns whether the request is pending -- Passing in the data will cause the data to have quest rewards populated once the data is retrieved app.RequestLoadQuestByID = function(questID, data) -- only allow requests once per frame until received if not QuestsRequested[questID] then -- there's some limit to quest data checking that causes d/c... not entirely sure what or how much app.FunctionRunner.SetPerFrame(10); -- app.PrintDebug("RequestLoadQuestByID",questID,"Data:",data) QuestsRequested[questID] = true; if data then QuestsToPopulate[questID] = data; end app.FunctionRunner.Run(C_QuestLog_RequestLoadQuestByID, questID); end end -- consolidated representation of whether a Thing can be collectible via QuestID app.CollectibleAsQuest = function(t) local questID = t.questID; return -- must have a questID associated questID -- must not be repeatable, unless considering repeatable quests as collectible and (not t.repeatable or app.Settings:GetTooltipSetting("Repeatable")) and ( ( -- Regular Quests app.CollectibleQuests and ( ( ( -- debug/account mode app.MODE_DEBUG_OR_ACCOUNT -- or able to access quest on current character or not t.locked ) -- account-wide quests (special case since quests are only available once per account, so can only consider them collectible if they've never been completed otherwise) and ( app.AccountWideQuests -- otherwise must not be a once-per-account quest which has already been flagged as completed on a different character or (not ATTAccountWideData.OneTimeQuests[questID] or ATTAccountWideData.OneTimeQuests[questID] == app.GUID) ) ) -- If it is an item/cost and associated to an active quest. -- TODO: add t.requiredForQuestID or (not t.isWorldQuest and (t.cost or t.itemID) and C_QuestLog_IsOnQuest(questID)) ) ) or ( -- Locked Quests app.CollectibleQuestsLocked and ( -- not able to access quest on current character t.locked and ( -- debug/account mode app.MODE_DEBUG_OR_ACCOUNT or -- available in party sync not t.DisablePartySync ) ) ) ) end local function QuestConsideredSaved(questID) if app.IsInPartySync then return C_QuestLog_IsQuestReplayedRecently(questID) or (not C_QuestLog_IsQuestReplayable(questID) and IsQuestFlaggedCompleted(questID)); end return IsQuestFlaggedCompleted(questID); end -- Given an Object, will return the indicator (asset name) if this Object should show one based on it being tied to a QuestID app.GetQuestIndicator = function(t) if t.questID then if C_QuestLog_IsOnQuest(t.questID) then return (C_QuestLog_ReadyForTurnIn(t.questID) and "Interface_Questin") or "Interface_Questin_grey"; elseif ATTAccountWideData.OneTimeQuests[t.questID] ~= nil then return "Interface_Quest_Arrow"; end end end local criteriaFuncs = { ["achID"] = function(v) return app.CurrentCharacter.Achievements[v] or select(4, GetAchievementInfo(v)); end, ["label_achID"] = L["LOCK_CRITERIA_ACHIEVEMENT_LABEL"], ["text_achID"] = function(v) return select(2, GetAchievementInfo(v)); end, ["lvl"] = function(v) return app.Level >= v; end, ["label_lvl"] = L["LOCK_CRITERIA_LEVEL_LABEL"], ["text_lvl"] = function(v) return v; end, ["questID"] = QuestConsideredSaved, ["label_questID"] = L["LOCK_CRITERIA_QUEST_LABEL"], ["text_questID"] = function(v) local questObj = app.SearchForObject("questID", v); return sformat("[%d] %s", v, questObj and questObj.text or "???"); end, ["spellID"] = function(v) return app.IsSpellKnownHelper(v) or app.CurrentCharacter.Spells[v]; end, ["label_spellID"] = L["LOCK_CRITERIA_SPELL_LABEL"], ["text_spellID"] = function(v) return GetSpellInfo(v); end, ["factionID"] = function(v) -- v = factionID.standingRequiredToLock local factionID = math_floor(v + 0.00001); local lockStanding = math_floor((v - factionID) * 10 + 0.00001); local standing = app.GetCurrentFactionStandings(factionID); -- app.PrintDebug(sformat("Check Faction %s Standing (%d) is locked @ (%d)", factionID, standing, lockStanding)) return standing >= lockStanding; end, ["label_factionID"] = L["LOCK_CRITERIA_FACTION_LABEL"], ["text_factionID"] = function(v) -- v = factionID.standingRequiredToLock local factionID = math_floor(v + 0.00001); local lockStanding = math_floor((v - factionID) * 10 + 0.00001); local name = GetFactionInfoByID(factionID); return sformat(L["LOCK_CRITERIA_FACTION_FORMAT"], app.GetCurrentFactionStandingText(factionID, lockStanding), name, app.GetCurrentFactionStandingText(factionID)); end, }; app.QuestLockCriteriaFunctions = criteriaFuncs; local function IsGroupLocked(t) local lockCriteria = t.lc; if lockCriteria then local criteriaRequired = lockCriteria[1]; local critKey, critFunc, nonQuestLock; local i, limit = 2, #lockCriteria; while i < limit do critKey = lockCriteria[i]; critFunc = criteriaFuncs[critKey]; i = i + 1; if critFunc then if critFunc(lockCriteria[i]) then criteriaRequired = criteriaRequired - 1; if not nonQuestLock and critKey ~= "questID" and critKey ~= "lvl" then nonQuestLock = true; end end else app.print("Unknown 'lockCriteria' key:",critKey,lockCriteria[i]); end -- enough criteria met to consider this quest locked if criteriaRequired <= 0 then -- we can rawset this since there's no real way for a player to 'remove' this lock during a session -- and this does not come into play during party sync rawset(t, "locked", true); -- if this was locked due to something other than a Quest/Level specifically, indicate it cannot be done in Party Sync if nonQuestLock then -- app.PrintDebug("Automatic DisablePartySync", app:Linkify(t.hash, app.Colors.ChatLink, "search:"..t.key..":"..t[t.key])) rawset(t, "DisablePartySync", true); end -- app.PrintDebug("Locked", app:Linkify(t.hash, app.Colors.ChatLink, "search:"..t.key..":"..t[t.key])) return true; end i = i + 1; end end end app.IsGroupLocked = IsGroupLocked; local function LockedAsQuest(t) local questID = t.questID; if not IsQuestFlaggedCompleted(questID) then -- generic locked functionality based on lockCriteria if IsGroupLocked(t) then return true; end -- if an alt-quest is completed, then this quest is locked if t.altcollected then rawset(t, "locked", t.altcollected); return true; end -- determine if a 'nextQuest' exists and is completed specifically by this character, to remove availability of the breadcrumb if t.isBreadcrumb and t.nextQuests then local nq; for _,questID in ipairs(t.nextQuests) do if IsQuestFlaggedCompleted(questID) then rawset(t, "locked", questID); return questID; else -- this questID may not even be available to pick up, so try to find an object with this questID to determine if the object is complete nq = app.SearchForObject("questID", questID); if nq and (IsQuestFlaggedCompleted(nq.questID) or nq.altcollected or nq.locked) then rawset(t, "locked", questID); -- app.PrintDebug("Locked Quest", app:Linkify(t.hash, app.Colors.ChatLink, "search:"..t.key..":"..t[t.key])) return questID; end end end end end -- rawset means that this will persist as a non-locked quest until reload, so quests that become locked while playing will not immediately update -- maybe can revise that somehow without also having this entire logic be calculated billions of times when nothing changes.... rawset(t, "locked", false); end app.LockedAsQuest = LockedAsQuest; local Search = app.SearchForObject; local BackTraceChecks = {}; -- Traces backwards in the sequence for 'questID' via parent relationships within 'parents' to see if 'checkQuestID' is reached and returns true if so local function BackTraceForSelf(parents, questID, checkQuestID) -- app.PrintDebug("Backtrace",questID) wipe(BackTraceChecks); local next = parents[questID]; while next and not BackTraceChecks[next] do -- app.PrintDebug("->",next) if next == checkQuestID then return true; end BackTraceChecks[next] = 1; next = parents[next]; end -- looping quest sequence exists if next and BackTraceChecks[next] then app.report("Looping Quest Chain encountered!",next) return true; end end local function MapSourceQuestsRecursive(parentQuestID, questID, currentDepth, depths, parents, refs, inFilters) if not questID then return; end -- Compare current depth to existing depth in 'depths' if the current parent of the questID is already in filters local prevDepth = depths[questID]; local currentParent = parents[questID]; if prevDepth and prevDepth >= currentDepth and inFilters[currentParent] then -- app.PrintDebug("Ignore Depth Quest",questID,"@",currentDepth,"Previous",prevDepth) return; end -- Find the quest being added (either existing clone or new search) local questRef = refs[questID]; if questRef then -- Verify this quest isn't in the current parent chain if BackTraceForSelf(parents, parentQuestID, questID) then -- app.PrintDebug("Ignore Backtrace Quest",questID) return; else -- maybe a better fix at some point? still possible to write really strange quest sequences that can trigger this if currentDepth > 1000 then if not app._reportedBadQuestSequence then app._reportedBadQuestSequence = true; app.report("Likely bad Quest chain sequence encountered @ 1000 depth for",questID); end return; end -- app.PrintDebug("Not in Backtrace",questID) end else questRef = Search("questID",questID); if not questRef then app.report("Failed to find Source Quest",questID) return; end -- Save this questRef (depth doesn't change the ref so only clone it once) questRef = CreateObject(questRef, true); -- force collectible for normally un-collectible but trackable things to make sure it shows in list if the quest needs to be completed to progess if not questRef.collectible and questRef.trackable then questRef.collectible = true; end -- don't consider locked quests which have been skipped if not tracking locked quests if not questRef.collected and questRef.locked and not app.Settings:Get("Thing:QuestsLocked") then questRef.collectible = false; end -- If the user is in a Party Sync session, then force showing pre-req quests which are replayable if they are collected already if app.IsInPartySync and questRef.collected then questRef.OnUpdate = app.ShowIfReplayableQuest; end -- If the quest is provided by an Item, then show that Item directly under the quest so it can easily show tooltip/Source information if desired if questRef.providers then local id; for _,p in ipairs(questRef.providers) do if p[1] == "i" then id = p[2]; -- print("Quest Item Provider",p[1], id); local pRef = app.SearchForObject("itemID", id); if pRef then NestObject(questRef, pRef, true, 1); else pRef = app.CreateItem(id); NestObject(questRef, pRef, nil, 1); end -- Make sure to always show the Quest starting item pRef.OnUpdate = app.AlwaysShowUpdate; -- Quest started by this Item should be represented using any sourceQuests on the Item if pRef.sourceQuests then if not questRef.sourceQuests then questRef.sourceQuests = {}; end -- app.PrintDebug("Add Provider SQs to Quest") app.ArrayAppend(questRef.sourceQuests, pRef.sourceQuests); end end end end refs[questID] = questRef; end -- Save the new depth that this questID will be placed if it has a parent depths[questID] = currentDepth; -- Save the parentQuestID for this questID, but only if this quest has no parent yet, or specifically meets character filters for a different parent if not currentParent then parents[questID] = parentQuestID; elseif currentParent ~= parentQuestID and not inFilters[currentParent] then -- app.PrintDebug("Check Current Parent Filter",questID,"=>",currentParent) if app.CurrentCharacterFilters(refs[parentQuestID]) then -- app.PrintDebug("New Filter Parent",questID,"=>",parentQuestID) parents[questID] = parentQuestID; inFilters[parentQuestID] = true; -- else -- app.PrintDebug("New Parent, Filtered",questID,"=>",parentQuestID) end end -- Traverse recursive quests via 'sourceQuests' local sqs = questRef.sourceQuests; if not sqs then return; end -- Mark the new depth local nextDepth = currentDepth + 1; for _,sq in ipairs(sqs) do -- Recurse against sourceQuests of sq MapSourceQuestsRecursive(questID, sq, nextDepth, depths, parents, refs, inFilters); end end -- Will find, clone, and nest into 'root' all known source quests starting from the provided 'root', listing each quest once at the maximum depth that it has been encountered app.NestSourceQuestsV2 = function(questChainRoot, questID) if not questID then if not questChainRoot.sourceQuests then return; end questID = 0; end -- Treat the starting questID as an extremely high depth so that it will not be replaced if it is encountered again due to a looping quest chain local depths = {[questID] = 9999}; local parents = {}; local refs = {[questID] = questChainRoot}; -- represents quests that had to be confirmed for current character filters already local inFilters = {}; -- Map out the relative positions of the entire quest sequence based on depth from the root quest -- Find the quest being added local questRef = questID > 0 and Search("questID",questID) or app.EmptyTable; -- Traverse recursive quests via 'sourceQuests' local sqs = questRef.sourceQuests or questChainRoot.sourceQuests; if not sqs then return; end app._reportedBadQuestSequence = nil; for _,sq in ipairs(sqs) do -- Recurse against sourceQuests of sq MapSourceQuestsRecursive(questID, sq, 1, depths, parents, refs, inFilters); end -- app.PrintDebug("depths") -- app.PrintTable(depths) -- app.PrintDebug("parents") -- app.PrintTable(parents) -- Perform a pass along the parents table to move clone references into the appropriate parent quest references for qID,pID in pairs(parents) do NestObject(refs[pID], refs[qID]); end end local questFields = { ["key"] = function(t) return "questID"; end, ["name"] = function(t) return QuestTitleFromID[t.questID]; end, ["objectiveInfo"] = function(t) local questID = t.questID; if questID then local objectives = C_QuestLog_GetQuestObjectives(questID); if objectives then rawset(t, "objectiveInfo", objectives); return objectives; end end rawset(t, "objectiveInfo", app.EmptyTable) end, ["description"] = function(t) -- Provide a fall-back description as to collectibility of a Quest due to granting reputation if app.CollectibleReputations and t.maxReputation then local factionID = t.maxReputation[1]; return L["ITEM_GIVES_REP"] .. (select(1, GetFactionInfoByID(factionID)) or ("Faction #" .. tostring(factionID))) .. "'"; end end, ["icon"] = function(t) if t.providers then for k,v in ipairs(t.providers) do if v[2] > 0 then if v[1] == "o" then return app.ObjectIcons[v[2]] or "Interface\\Icons\\INV_Misc_Bag_10"; elseif v[1] == "i" then return select(5, GetItemInfoInstant(v[2])) or "Interface\\Icons\\INV_Misc_Book_09"; end end end end if t.isWorldQuest then return "Interface\\AddOns\\AllTheThings\\assets\\Interface_Questind"; elseif t.repeatable then return "Interface\\AddOns\\AllTheThings\\assets\\Interface_Questd"; elseif t._missing then return "Interface\\Icons\\INV_Misc_QuestionMark"; else return "Interface\\AddOns\\AllTheThings\\assets\\Interface_Quest"; end end, ["model"] = function(t) if t.providers then for k,v in ipairs(t.providers) do if v[2] > 0 then if v[1] == "o" then return app.ObjectModels[v[2]]; end end end end end, ["link"] = function(t) return GetQuestLink(t.questID) or "quest:" .. t.questID; end, ["repeatable"] = function(t) return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest"); end, ["collectible"] = app.CollectibleAsQuest, ["collected"] = IsQuestFlaggedCompletedForObject, ["trackable"] = app.ReturnTrue, ["saved"] = function(t) return QuestConsideredSaved(t.questID); end, ["indicatorIcon"] = app.GetQuestIndicator, ["collectibleAsCost"] = function(t) -- If Collectible by providing reputation towards a Faction with which the character is below the rep-granting Standing -- and the Faction itself is Collectible & Not Collected -- and the Quest is not locked from being completed if app.CollectibleReputations and t.maxReputation and not t.locked then local factionID = t.maxReputation[1]; local factionRef = app.SearchForObject("factionID", factionID); if factionRef and not factionRef.collected and (select(6, GetFactionInfoByID(factionID)) or 0) < t.maxReputation[2] then -- app.PrintDebug("Quest",t.questID,"collectible for Faction",factionID,factionRef.text) return true; end end -- If Collectible by being a Quest -- if app.CollectibleQuests or app.CollectibleQuestsLocked then -- return app.CollectibleAsQuest(t); -- end end, -- ["collectedAsReputation"] = function(t) -- -- If the Quest is completed on this character, then it doesn't matter about the faction -- if IsQuestFlaggedCompleted(t.questID) then -- return 1; -- end -- -- Check whether this Quest can provide Rep towards an incomplete Faction -- if app.CollectibleReputations and t.maxReputation then -- local factionID = t.maxReputation[1]; -- local factionRef = app.SearchForObject("factionID", factionID); -- -- Completing the quest will increase the Faction, so it is incomplete -- if factionRef and not factionRef.collected and (select(6, GetFactionInfoByID(factionID)) or 0) < t.maxReputation[2] then -- return false; -- elseif not app.CollectibleQuests and not app.CollectibleQuestsLocked then -- -- Completing the quest will not increase the Faction, but User doesn't care about Quests, then consider it 'collected' -- return 2; -- end -- end -- -- Finally, check if the quest is otherwise considered 'collected' by normal logic -- return IsQuestFlaggedCompletedForObject(t); -- end, ["altcollected"] = function(t) -- determine if an altQuest is considered completed for this quest for this character if t.altQuests then for _,questID in ipairs(t.altQuests) do if IsQuestFlaggedCompleted(questID) then -- if LOG then print(LOG,"altCollected by",questID) end rawset(t, "altcollected", questID); return questID; end end end end, ["missingSourceQuests"] = function(t) if t.sourceQuests and #t.sourceQuests > 0 then local includeBreadcrumbs = app.Settings:Get("Thing:QuestsLocked"); local sq; for _,sourceQuestID in ipairs(t.sourceQuests) do if not IsQuestFlaggedCompleted(sourceQuestID) then -- consider the breadcrumb as an actual sq since the user is tracking them if includeBreadcrumbs then return true; -- otherwise incomplete breadcrumbs will not prevent picking up a quest if they are ignored else sq = app.SearchForObject("questID", sourceQuestID); if sq and not sq.isBreadcrumb and not (sq.locked or sq.altcollected) then return true; end end end end end end, ["missingPrequisites"] = function(t) local sourceQuests = t.sourceQuests; if sourceQuests and #sourceQuests > 0 then local sq, filter, onQuest; local prereqs = rawget(t, "prereqs") or {}; local sqreq = rawget(t, "sqreq") or #sourceQuests; local missing = 0; rawset(t, "prereqs", prereqs); wipe(prereqs); for _,sourceQuestID in ipairs(sourceQuests) do if not IsQuestFlaggedCompletedForce(sourceQuestID) then sq = app.SearchForObject("questID", sourceQuestID); if sq then filter = app.CurrentCharacterFilters(sq); onQuest = C_QuestLog_IsOnQuest(sourceQuestID); prereqs[sourceQuestID] = "N" ..(onQuest and "O" or "") ..(sq.isBreadcrumb and "B" or "") ..(sq.locked and "L" or "") ..(sq.altcollected and "A" or "") ..(not filter and "F" or ""); -- missing: meets current character filters, non-breadcrumb, non-locked, not currently on the quest if filter and not onQuest and not sq.isBreadcrumb and not (sq.locked or sq.altcollected) then missing = missing + 1; end end else prereqs[sourceQuestID] = "C"; end end return (#sourceQuests - missing) < sqreq; end end, ["locked"] = LockedAsQuest, }; app.BaseQuest = app.BaseObjectFields(questFields, "BaseQuest"); -- These are Items rewarded by WQs which are treated as currency -- other Items which are 'costs' will not be excluded by the "WorldQuestsList:Currencies" setting local WorldQuestCurrencyItems = { [190189] = true, -- Sandworn Relic [163036] = true, -- Polished Pet Charms [116415] = true, -- Shiny Pet Charms }; -- Will attempt to populate the rewards of the quest object into itself or request itself to be loaded local function TryPopulateQuestRewards(questObject) local questID = questObject and questObject.questID; if not questID then -- Update the group directly immediately since there's no quest to retrieve -- app.PrintDebug("TPQR:No Quest") questObject.retries = nil; app.DirectGroupUpdate(questObject); return; end questObject.retries = (questObject.retries or 0) + 1; -- if we've already requested data for this quest a certain number of times, then ignore making another request if questObject.retries < 5 and not HaveQuestRewardData(questID) then app.RequestLoadQuestByID(questID, questObject); return; end questObject.retries = nil; -- if not HaveQuestRewardData(questID) then -- app.PrintDebug("TPQR",questID,"Data",HaveQuestData(questID),"RewardData",HaveQuestRewardData(questID),GetNumQuestLogRewards(questID),GetNumQuestLogRewardCurrencies(questID)) -- end local numQuestRewards = GetNumQuestLogRewards(questID); local skipCollectibleCurrencies = not app.Settings:GetTooltipSetting("WorldQuestsList:Currencies"); for j=1,numQuestRewards,1 do -- app.PrintDebug("TPQR:REWARDINFO",questID,j,HaveQuestData(questID),GetQuestLogRewardInfo(j, questID)) local itemID = select(6, GetQuestLogRewardInfo(j, questID)); if itemID then QuestHarvester.AllTheThingsProcessing = true; QuestHarvester:SetOwner(UIParent, "ANCHOR_NONE"); QuestHarvester:SetQuestLogItem("reward", j, questID); local link = select(2, QuestHarvester:GetItem()); QuestHarvester.AllTheThingsProcessing = false; QuestHarvester:Hide(); if link then local item = {}; app.ImportRawLink(item, link); if item.itemID then -- search will either match through bonusID, modID, or itemID in that priority local search = SearchForLink(link); -- block the group from being collectible as a cost if the option is not enabled for various 'currency' items if skipCollectibleCurrencies and WorldQuestCurrencyItems[item.itemID] then item.collectibleAsCost = false; end if search then -- find the specific item which the link represents (not sure all of this is necessary with improved search) local exactItemID = GetGroupItemIDWithModID(item); local subItems = {}; local refinedMatches = app.GroupBestMatchingItems(search, exactItemID); if refinedMatches then -- move from depth 3 to depth 1 to find the set of items which best matches for the root for depth=3,1,-1 do if refinedMatches[depth] then for _,o in ipairs(refinedMatches[depth]) do MergeProperties(item, o, true); NestObjects(item, o.g); -- no clone since item is cloned later end end end -- any matches with depth 0 will be nested if refinedMatches[0] then app.ArrayAppend(subItems, refinedMatches[0]); -- no clone since item is cloned later end end -- then pull in any other sub-items which were not the item itself NestObjects(item, subItems); -- no clone since item is cloned later end -- don't let cached groups pollute potentially inaccurate raw Data item.link = nil; NestObject(questObject, item, true); end end end end -- Add info for currency rewards as containers for their respective collectibles local numCurrencies = GetNumQuestLogRewardCurrencies(questID); local skipCollectibleCurrencies = not app.Settings:GetTooltipSetting("WorldQuestsList:Currencies"); local currencyID, cachedCurrency; for j=1,numCurrencies,1 do currencyID = select(4, GetQuestLogRewardCurrencyInfo(j, questID)); if currencyID then -- if app.DEBUG_PRINT then print("TryPopulateQuestRewards_currencies:found",questID,currencyID,questObject.missingCurr) end currencyID = tonumber(currencyID); local item = { ["currencyID"] = currencyID }; -- block the group from being collectible as a cost if the option is not enabled if skipCollectibleCurrencies then item.collectibleAsCost = false; end cachedCurrency = SearchForField("currencyID", currencyID); if cachedCurrency then for _,data in ipairs(cachedCurrency) do -- cache record is the item itself if GroupMatchesParams(data, "currencyID", currencyID) then MergeProperties(item, data); -- cache record is associated with the item else NestObject(item, data); -- no clone since item is cloned later end end end NestObject(questObject, item, true); end end -- Troublesome scenarios to test when changing this logic: -- BFA emissaries -- BFA Azerite armor caches -- Argus Rare WQ's + Rare Alt quest -- Finally ensure that any cached entries for the quest are copied into this version of the object -- Needs to be SearchForField as non-quests can be pulled too local cachedQuests = SearchForField("questID", questID); if cachedQuests then -- special care for API provided items local apiItems = {}; if questObject.g then for _,item in ipairs(questObject.g) do if item.itemID then apiItems[item.itemID] = item; end end end local nonItemNested = {}; -- merge in any DB data without replacing existing data for _,data in ipairs(cachedQuests) do -- only merge into the quest object properties from an object in cache with this questID if data.questID and data.questID == questID then MergeProperties(questObject, data, true); -- need to exclusively copy cached values for certain fields since normal merge logic will not copy them -- ref: quest 49675/58703 if data.u then questObject.u = data.u; end -- merge in sourced things under this quest object if data.g then for _,o in ipairs(data.g) do -- nest cached non-items if not o.itemID then -- if app.DEBUG_PRINT then print("nested-nonItem",o.hash) end tinsert(nonItemNested, o); -- cached items need to merge with corresponding API item based on simple itemID elseif apiItems[o.itemID] then -- if app.DEBUG_PRINT then print("nested-merged",o.hash) end MergeProperties(apiItems[o.itemID], o, true); -- if it is not a WQ or is a 'raid' (world boss) elseif questObject.isRaid or not questObject.isWorldQuest then -- otherwise just get nested -- if app.DEBUG_PRINT then print("nested-item",o.hash) end tinsert(nonItemNested, o); end end end -- otherwise if this is a non-quest object flagged with this questID so it should be added under the quest elseif data.key ~= "questID" then tinsert(nonItemNested, data); end end -- Everything retrieved from API should not be related to another sourceParent -- i.e. Threads of Fate Quest rewards which show up later under regular World Quests for _,item in pairs(apiItems) do item.sourceParent = nil; end NestObjects(questObject, nonItemNested, true); end -- Resolve all symbolic links now that the quest contains items FillSymLinks(questObject, true); -- Special logic for Torn Invitation... maybe can clean up sometime if questObject.g and #questObject.g > 0 then for _,item in ipairs(questObject.g) do if item.g then for k,o in ipairs(item.g) do if o.itemID == 140495 then -- Torn Invitation local searchResults = app.SearchForField("questID", 44058); -- Volpin the Elusive NestObjects(o, searchResults, true); end end end end end BuildGroups(questObject, questObject.g); -- Update the group directly app.DirectGroupUpdate(questObject); end -- Will attempt to queue populating the rewards of the quest object into itself or request itself to be loaded app.TryPopulateQuestRewards = function(questObject) app.FunctionRunner.Run(TryPopulateQuestRewards, questObject); end -- Will print a warning message and play a warning sound if the given QuestID being completed will prevent being able to complete a breadcrumb -- (as far as ATT is capable of knowing) app.CheckForBreadcrumbPrevention = function(title, questID) local nextQuests = app.SearchForField("nextQuests", questID); if nextQuests then local warning; for _,group in pairs(nextQuests) do if not group.collected and app.RecursiveGroupRequirementsFilter(group) then app.print(sformat(L["QUEST_PREVENTS_BREADCRUMB_COLLECTION_FORMAT"], title, app:Linkify(questID, app.Colors.ChatLink, "search:questID:"..questID), group.text or RETRIEVING_DATA, app:Linkify(group.questID, app.Colors.Locked, "search:questID:"..group.questID))); warning = true; end end if warning then app:PlayRemoveSound(); end end end -- Quest with Reputation -- local fields = RawCloneData(questFields, { -- ["collectible"] = questFields.collectibleAsReputation, -- ["collected"] = questFields.collectedAsReputation, -- }); -- app.BaseQuestWithReputation = app.BaseObjectFields(fields, "BaseQuestWithReputation"); app.CreateQuest = function(id, t) if t then -- extract specific faction data local aqd = rawget(t, "aqd"); if aqd then -- Apply the faction specific quest data to this object. if app.FactionID == Enum.FlightPathFaction.Horde then for key,value in pairs(t.hqd) do t[key] = value; end else for key,value in pairs(aqd) do t[key] = value; end end end -- if rawget(t, "maxReputation") then -- return setmetatable(constructor(id, t, "questID"), app.BaseQuestWithReputation); -- end end return setmetatable(constructor(id, t, "questID"), app.BaseQuest); end --[[ Not used in Retail anymore app.CreateQuestWithFactionData = function(t) local questData, otherQuestData, otherFaction; if app.FactionID == Enum.FlightPathFaction.Horde then questData = t.hqd; otherQuestData = t.aqd; otherFaction = Enum.FlightPathFaction.Alliance; else questData = t.aqd; otherQuestData = t.hqd; otherFaction = Enum.FlightPathFaction.Horde; end -- Apply the faction specific quest data to this object. for key,value in pairs(questData) do t[key] = value; end local original = setmetatable(t, app.BaseQuest); if not otherQuestData.questID or otherQuestData.questID == original.questID then -- Situations where a single quest has faction-specific data setmetatable(otherQuestData, { __index = t }); rawset(t, "otherQuestData", otherQuestData); return original; else -- Situations where for some reason two different quests have been merged together as one quest and need to be split apart to be useful setmetatable(otherQuestData, app.BaseQuest); for key,value in pairs(t) do if not rawget(otherQuestData, key) then rawset(otherQuestData, key, value); end end rawset(t, "r", app.FactionID); rawset(otherQuestData, "r", otherFaction); local oldOnUpdate = original.OnUpdate; original.OnUpdate = function(t) CacheFields(otherQuestData); local parent = t.parent; -- not sure why the parent might not exist sometimes when the group does an OnUpdate... if parent then otherQuestData.parent = parent; local index = indexOf(parent.g, t); if index then tinsert(parent.g, index + 1, otherQuestData); else tinsert(parent.g, otherQuestData); end else app.PrintDebug("OnUpdate: No parent",t.hash) end if oldOnUpdate then t.OnUpdate = oldOnUpdate; return oldOnUpdate(t); else t.OnUpdate = nil; end end return original; end end --]] -- Causes a group to remain visible if it is replayable, regardless of collection status app.ShowIfReplayableQuest = function(data) data.visible = C_QuestLog_IsQuestReplayable(data.questID) or app.CollectedItemVisibilityFilter(data); return true; end local UpdateQuestIDs, CompletedKeys = {}, {}; local function QueryCompletedQuests() local freshCompletes = C_QuestLog_GetAllCompletedQuestIDs(); -- sometimes Blizz pretends that 0 Quests are completed. How silly of them! if not freshCompletes or #freshCompletes == 0 then return; end -- print("total completed quests new/previous",#freshCompletes,TotalQuests) local oldReportSetting = app.Settings:GetTooltipSetting("Report:CompletedQuests"); -- check if Blizzard is being dumb / should we print a summary instead of individual lines local questDiff = #freshCompletes - TotalQuests; local manyQuests; if app.IsReady and oldReportSetting then if questDiff > 50 then manyQuests = true; print(questDiff,"Quests Completed"); elseif questDiff < -50 then manyQuests = true; print(questDiff,"Quests Unflagged"); end end if manyQuests then app.Settings:SetTooltipSetting("Report:CompletedQuests", false); end wipe(CompletedKeys); -- allow individual prints for _,v in ipairs(freshCompletes) do CompletedQuests[v] = true; CompletedKeys[v] = true; end -- check for 'unflagged' questIDs (this seems to basically not impact lag at all... i hope) for q,_ in pairs(CompletedQuests) do if not CompletedKeys[q] then CompletedQuests[q] = nil; -- delete the key CompletedQuests[q] = false; -- trigger the metatable function end end if manyQuests then app.Settings:SetTooltipSetting("Report:CompletedQuests", oldReportSetting); end end app.QueryCompletedQuests = QueryCompletedQuests; -- A set of quests which indicate a needed refresh to the Custom Collect status of the character local CustomCollectQuests = { [56775] = 1, -- New Player Experience Starting Quest [59926] = 1, -- New Player Experience Starting Quest [58911] = 1, -- New Player Experience Ending Quest [60359] = 1, -- New Player Experience Ending Quest [62713] = 1, -- Shadowlands - SL_SKIP (Threads of Fate) [65076] = 1, -- Shadowlands - Covenant - Kyrian [65077] = 1, -- Shadowlands - Covenant - Venthyr [65078] = 1, -- Shadowlands - Covenant - Night Fae [65079] = 1, -- Shadowlands - Covenant - Necrolord }; local function RefreshQuestCompletionState(questID) -- app.PrintDebug("RefreshQuestCompletionState",questID) if questID then questID = tonumber(questID); CompletedQuests[questID] = true; else QueryCompletedQuests(); end -- update if any quests were even completed to ensure visible changes occur if questID or DirtyQuests.DIRTY then DirtyQuests.DIRTY = nil; -- make sure to update the incoming questID if it isn't marked after the refresh, somehow if not DirtyQuests[questID] then tinsert(UpdateQuestIDs, questID); end for questID,_ in pairs(DirtyQuests) do tinsert(UpdateQuestIDs, questID); -- Certain quests being completed should trigger a refresh of the Custom Collect status of the character (i.e. Covenant Switches, Threads of Fate, etc.) if CustomCollectQuests[questID] then Callback(app.RefreshCustomCollectibility); end end -- if app.DEBUG_PRINT then -- app.PrintDebug("Update Quests") -- app.PrintTable(UpdateQuestIDs) -- end UpdateRawIDs("questID", UpdateQuestIDs); wipe(UpdateQuestIDs); wipe(searchCache); end -- re-register the criteria update event app:RegisterEvent("CRITERIA_UPDATE"); wipe(DirtyQuests); wipe(npcQuestsCache); -- app.PrintDebugPrior("RefreshedQuestCompletionState") end app.RefreshQuestInfo = function(questID) -- app.PrintDebug("RefreshQuestInfo",questID) -- unregister criteria update until the quest refresh actually completes app:UnregisterEvent("CRITERIA_UPDATE"); if questID then RefreshQuestCompletionState(questID); else AfterCombatOrDelayedCallback(RefreshQuestCompletionState, 1); end end -- Quest Objective Lib -- Not used in Retail anymore -- local fields = { -- ["key"] = function(t) -- return "objectiveID"; -- end, -- ["name"] = function(t) -- local objInfo = t.parent.objectiveInfo; -- if objInfo then -- local objective = objInfo[t.objectiveID]; -- if objective then return objective.text; end -- end -- return L["QUEST_OBJECTIVE_INVALID"]; -- end, -- ["icon"] = function(t) -- if t.providers then -- for k,v in ipairs(t.providers) do -- if v[2] > 0 then -- if v[1] == "o" then -- return app.ObjectIcons[v[2]] or "Interface\\Worldmap\\Gear_64Grey"; -- elseif v[1] == "i" then -- return select(5, GetItemInfoInstant(v[2])) or "Interface\\Worldmap\\Gear_64Grey"; -- end -- end -- end -- end -- if t.spellID then return select(3, GetSpellInfo(t.spellID)); end -- return t.parent.icon or "Interface\\Worldmap\\Gear_64Grey"; -- end, -- ["model"] = function(t) -- if t.providers then -- for k,v in ipairs(t.providers) do -- if v[2] > 0 then -- if v[1] == "o" then -- return app.ObjectModels[v[2]]; -- end -- end -- end -- end -- end, -- ["objectiveID"] = function(t) -- return 1; -- end, -- ["questID"] = function(t) -- return t.parent.questID; -- end, -- ["isDaily"] = function(t) -- return t.parent.isDaily; -- end, -- ["isWeekly"] = function(t) -- return t.parent.isWeekly; -- end, -- ["isMonthly"] = function(t) -- return t.parent.isMonthly; -- end, -- ["isYearly"] = function(t) -- return t.parent.isYearly; -- end, -- ["isWorldQuest"] = function(t) -- return t.parent.isWorldQuest; -- end, -- ["repeatable"] = function(t) -- return t.parent.repeatable; -- end, -- ["collectible"] = function(t) -- return t.questID and C_QuestLog_IsOnQuest(t.questID); -- end, -- ["trackable"] = app.ReturnTrue, -- ["collected"] = function(t) -- -- If the parent is collected, return immediately. -- local collected = t.parent.collected; -- if collected then return collected; end -- -- Check to see if the objective was completed. -- local objInfo = t.parent.objectiveInfo; -- if objInfo then -- local objective = objInfo[t.objectiveID]; -- if objective then return objective.finished and 1; end -- end -- end, -- ["saved"] = function(t) -- -- If the parent is saved, return immediately. -- if t.parent.saved then return true; end -- -- Check to see if the objective was completed. -- local objInfo = t.parent.objectiveInfo; -- if objInfo then -- local objective = objInfo[t.objectiveID]; -- if objective then return objective.finished and 1; end -- end -- end, -- }; -- app.BaseQuestObjective = app.BaseObjectFields(fields, "BaseQuestObjective"); -- app.CreateQuestObjective = function(id, t) -- return setmetatable(constructor(id, t, "objectiveID"), app.BaseQuestObjective); -- end --]] -- Vignette Lib (function() local function BuildTextFromNPCIDs(t, npcIDs) if not npcIDs or #npcIDs == 0 then app.report("Invalid Vignette! "..(t.hash or "[NOHASH]")) end local retry, name; local textTbl = {}; for i,npcID in ipairs(npcIDs) do name = app.NPCNameFromID[npcID]; retry = retry or not name or name == RETRIEVING_DATA; if not retry then textTbl[i * 2 - 1] = name; if i > 1 then textTbl[(i - 1) * 2] = ", "; end end end if retry then return RETRIEVING_DATA; end name = table.concat(textTbl); rawset(t, "name", name); return name; end local fields = RawCloneData(questFields, { ["name"] = function(t) if t.qgs or t.crs then return BuildTextFromNPCIDs(t, t.qgs or t.crs); elseif t.qg or t.creatureID then return BuildTextFromNPCIDs(t, { t.qg or t.creatureID }); end return BuildTextFromNPCIDs(t); end, ["icon"] = function(t) return "Interface\\Icons\\INV_Misc_Head_Dragon_Black"; end, ["isVignette"] = app.ReturnTrue, }); app.BaseVignette = app.BaseObjectFields(fields, "BaseVignette"); app.CreateVignette = function(id, t) return setmetatable(constructor(id, t, "questID"), app.BaseVignette); end end)(); app:RegisterEvent("QUEST_SESSION_JOINED"); end)(); -- Achievement Lib (function() local GetAchievementCategory, GetAchievementNumCriteria, GetCategoryInfo, GetStatistic = GetAchievementCategory, GetAchievementNumCriteria, GetCategoryInfo, GetStatistic; local cache = app.CreateCache("achievementID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); --local IDNumber, Name, Points, Completed, Month, Day, Year, Description, Flags, Image, RewardText, isGuildAch = GetAchievementInfo(t.achievementID); local _, name, _, _, _, _, _, _, _, icon = GetAchievementInfo(id); _t.link = GetAchievementLink(id); _t.name = name or ("Achievement #"..id); _t.icon = icon or QUESTION_MARK_ICON; if field then return _t[field]; end end app.AchievementFilter = 4; local fields = { ["key"] = function(t) return "achievementID"; end, ["achievementID"] = function(t) local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID; if achievementID then rawset(t, "achievementID", achievementID); return achievementID; end end, ["text"] = function(t) return t.link or t.name; end, ["link"] = function(t) return cache.GetCachedField(t, "link", CacheInfo); end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo); end, ["collectible"] = function(t) return app.CollectibleAchievements; end, ["collected"] = function(t) if t.saved then return 1; end if app.AccountWideAchievements then local id = t.achievementID; -- cached account-wide credit, or API account-wide credit if ATTAccountWideData.Achievements[id] then return 2; end local acctApiCredit = select(4, GetAchievementInfo(id)); if acctApiCredit then return 2; end end end, ["trackable"] = app.ReturnTrue, ["saved"] = function(t) local id = t.achievementID; if app.CurrentCharacter.Achievements[id] then return true; end local earnedByMe = select(13, GetAchievementInfo(id)); if earnedByMe then app.CurrentCharacter.Achievements[id] = 1; ATTAccountWideData.Achievements[id] = 1; return true; end end, ["parentCategoryID"] = function(t) return GetAchievementCategory(t.achievementID) or -1; end, ["statistic"] = function(t) if GetAchievementNumCriteria(t.achievementID) == 1 then local quantity, reqQuantity = select(4, GetAchievementCriteriaInfo(t.achievementID, 1)); if quantity and reqQuantity and reqQuantity > 1 then return tostring(quantity) .. " / " .. tostring(reqQuantity); end end local statistic = GetStatistic(t.achievementID); if statistic and statistic ~= '0' then return statistic; end end, ["sortProgress"] = function(t) if t.collected then return 1; end -- only calculate achievement progress using achievements where the single criteria is the 'progress bar' if GetAchievementNumCriteria(t.achievementID) == 1 then local quantity, reqQuantity = select(4, GetAchievementCriteriaInfo(t.achievementID, 1)); if quantity and reqQuantity and reqQuantity > 1 then -- print("ach-prog",t.achievementID,quantity,reqQuantity); return (quantity / reqQuantity); end end return 0; end, -- ["OnUpdate"] = function(t) ResolveSymbolicLink(t); end, }; app.BaseAchievement = app.BaseObjectFields(fields, "BaseAchievement"); app.CreateAchievement = function(id, t) return setmetatable(constructor(id, t, "achID"), app.BaseAchievement); end local categoryFields = { ["key"] = function(t) return "achievementCategoryID"; end, ["name"] = function(t) return GetCategoryInfo(t.achievementCategoryID); end, ["icon"] = function(t) return app.asset("Category_Achievements"); end, ["parentCategoryID"] = function(t) return select(2, GetCategoryInfo(t.achievementCategoryID)) or -1; end, }; app.BaseAchievementCategory = app.BaseObjectFields(categoryFields, "BaseAchievementCategory"); app.CreateAchievementCategory = function(id, t) return setmetatable(constructor(id, t, "achievementCategoryID"), app.BaseAchievementCategory); end -- Achievement Criteria Lib local function GetParentAchievementInfo(t, key) local achievement = app.SearchForObject("achievementID", t.achievementID); if achievement then rawset(t, "c", achievement["c"]); rawset(t, "classID", achievement["classID"]); rawset(t, "races", achievement["races"]); rawset(t, "r", achievement["r"]); return rawget(t, key); end end local criteriaFields = { ["key"] = function(t) return "criteriaID"; end, ["achievementID"] = function(t) local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID; if achievementID then rawset(t, "achievementID", achievementID); return achievementID; end local sourceAch = t.sourceParent or t.parent; achievementID = sourceAch and (sourceAch.achievementID or (sourceAch.parent and sourceAch.parent.achievementID)); if achievementID then rawset(t, "achievementID", achievementID); return achievementID; end end, ["name"] = function(t) if t.link then return t.link; end if t.encounterID then return EJ_GetEncounterInfo(t.encounterID); end local achievementID = t.achievementID; if achievementID then local criteriaID = t.criteriaID; if criteriaID then if criteriaID <= GetAchievementNumCriteria(achievementID) then return GetAchievementCriteriaInfo(achievementID, criteriaID, true); elseif criteriaID > 50 then return GetAchievementCriteriaInfoByID(achievementID, criteriaID); end end end return L["WRONG_FACTION"]; end, ["description"] = function(t) if t.encounterID then return select(2, EJ_GetEncounterInfo(t.encounterID)); end end, ["link"] = function(t) if t.itemID then local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID); if link then t.text = link; t.link = link; t.icon = icon; return link; end end end, ["displayID"] = function(t) if t.encounterID then -- local id, name, description, displayInfo, iconImage = EJ_GetCreatureInfo(1, t.encounterID); return select(4, EJ_GetCreatureInfo(t.index, t.encounterID)); end end, ["displayInfo"] = function(t) if t.encounterID then local displayInfos, displayInfo = {}; for i=1,MAX_CREATURES_PER_ENCOUNTER do displayInfo = select(4, EJ_GetCreatureInfo(i, t.encounterID)); if displayInfo then tinsert(displayInfos, displayInfo); else break; end end return displayInfos; end end, ["trackable"] = app.ReturnTrue, ["collected"] = function(t) if t.saved then return 1; end if app.AccountWideAchievements then local achievementID = t.achievementID; -- cached account-wide credit, or API account-wide credit if achievementID then if ATTAccountWideData.Achievements[achievementID] then return 2; end local acctApiCredit = select(4, GetAchievementInfo(achievementID)); if acctApiCredit then return 2; end end end end, ["saved"] = function(t) local achievementID = t.achievementID; if achievementID then if app.CurrentCharacter.Achievements[achievementID] then return true; end local criteriaID = t.criteriaID; if criteriaID then if criteriaID <= GetAchievementNumCriteria(achievementID) then return select(3, GetAchievementCriteriaInfo(achievementID, criteriaID, true)); elseif criteriaID > 50 then return select(3, GetAchievementCriteriaInfoByID(achievementID, criteriaID)); end end end end, ["index"] = function(t) return 1; end, -- Use parent achievement if info not listed directly in the criteria ["c"] = function(t) return GetParentAchievementInfo(t, "c"); end, ["classID"] = function(t) return GetParentAchievementInfo(t, "classID"); end, ["races"] = function(t) return GetParentAchievementInfo(t, "races"); end, ["r"] = function(t) return GetParentAchievementInfo(t, "r"); end, }; criteriaFields.collectible = fields.collectible; criteriaFields.icon = fields.icon; app.BaseAchievementCriteria = app.BaseObjectFields(criteriaFields, "BaseAchievementCriteria"); app.CreateAchievementCriteria = function(id, t) return setmetatable(constructor(id, t, "criteriaID"), app.BaseAchievementCriteria); end local HarvestedAchievementDatabase = {}; local harvesterFields = RawCloneData(fields); harvesterFields.visible = app.ReturnTrue; harvesterFields.collectible = app.ReturnTrue; harvesterFields.collected = app.ReturnFalse; harvesterFields.text = function(t) local achievementID = t.achievementID; if achievementID then local IDNumber, Name, Points, Completed, Month, Day, Year, Description, Flags, Image, RewardText, isGuildAch = GetAchievementInfo(achievementID); if Name then local info = { ["name"] = Name, ["achievementID"] = IDNumber, ["parentCategoryID"] = GetAchievementCategory(achievementID) or -1, ["icon"] = Image, }; if Description ~= nil and Description ~= "" then info.description = Description; end local totalCriteria = GetAchievementNumCriteria(achievementID); if totalCriteria > 0 then local criteria = {}; for criteriaID=totalCriteria,1,-1 do local criteriaString, criteriaType, completed, quantity, reqQuantity, charName, flags, assetID, quantityString, criteriaUID = GetAchievementCriteriaInfo(achievementID, criteriaID); local crit = { ["criteriaID"] = criteriaID, ["criteriaUID"] = criteriaUID }; if criteriaString ~= nil and criteriaString ~= "" then crit.name = criteriaString; end if assetID and assetID ~= 0 then crit.assetID = assetID; end if reqQuantity and reqQuantity > 0 then crit.rank = reqQuantity; end if criteriaType then -- Unknown type, not sure what to do with this. crit.criteriaType = criteriaType; if crit.assetID then if criteriaType == 27 then -- Quest Completion crit.sourceQuest = assetID; crit.criteriaType = nil; crit.assetID = nil; if crit.rank and crit.rank == 1 then crit.rank = nil; break; end elseif criteriaType == 36 or criteriaType == 41 or criteriaType == 42 then -- 36: Items (Generic) -- 41: Items (Use/Eat) -- 42: Items (Loot) if crit.rank and crit.rank < 2 then crit.provider = { "i", crit.assetID }; else crit.cost = { { "i", crit.assetID, crit.rank }}; end crit.criteriaType = nil; crit.assetID = nil; crit.rank = nil; elseif criteriaType == 43 then -- Exploration?! crit.explorationID = crit.assetID; crit.criteriaType = nil; crit.assetID = nil; crit.rank = nil; elseif criteriaType == 0 then -- NPC Kills crit.provider = { "n", crit.assetID }; if crit.rank and crit.rank < 2 then crit.rank = nil; end crit.criteriaType = nil; crit.assetID = nil; elseif criteriaType == 96 then -- Collect Pets crit.provider = { "n", crit.assetID }; if crit.rank and crit.rank < 2 then crit.rank = nil; end crit.criteriaType = nil; crit.assetID = nil; elseif criteriaType == 68 or criteriaType == 72 then -- Interact with Object (68) / Fish from a School (72) crit.provider = { "o", crit.assetID }; if crit.rank and crit.rank < 2 then crit.rank = nil; end crit.criteriaType = nil; crit.assetID = nil; elseif criteriaType == 7 then -- Skill ID, Rank is Requirement crit.requireSkill = crit.assetID; crit.criteriaType = nil; crit.assetID = nil; elseif criteriaType == 40 then -- Skill ID Learned crit.requireSkill = crit.assetID; crit.criteriaType = nil; crit.assetID = nil; crit.rank = nil; elseif criteriaType == 8 then -- Achievements as Children crit.provider = { "a", crit.assetID }; if crit.rank and crit.rank < 2 then crit.rank = nil; end crit.criteriaType = nil; crit.assetID = nil; elseif criteriaType == 12 then -- Currencies (Collected Total) if crit.rank and crit.rank < 2 then crit.cost = { { "c", crit.assetID, 1 }}; else crit.cost = { { "c", crit.assetID, crit.rank }}; end crit.criteriaType = nil; crit.assetID = nil; crit.rank = nil; elseif criteriaType == 26 then -- 26: Environmental Deaths -- 0: fatigue -- 1: drowning -- 2: falling -- 3/5: fire/lava -- https://wowwiki-archive.fandom.com/wiki/API_GetAchievementCriteriaInfo if crit.rank and totalCriteria == 1 then info.rank = crit.rank; break; end elseif criteriaType == 29 or criteriaType == 69 then -- Cast X Spell Y Times if crit.rank and totalCriteria == 1 then info.rank = crit.rank; break; else crit.spellID = crit.assetID; crit.criteriaType = nil; crit.assetID = nil; end elseif criteriaType == 46 then -- Minimum Faction Requirement crit.minReputation = { crit.assetID, crit.rank }; crit.criteriaType = nil; crit.assetID = nil; crit.rank = nil; end -- 28: Something to do with event-based encounters, not sure what assetID is. -- 49: Something to do with Equipment Slots, assetID is the equipSlotID. (useless maybe?) -- 52: Honorable kill on a specific Class, assetID is the ClassID. (useless maybe? might be able to use a class icon?) -- 53: Honorable kill on a specific Class at level 35+, assetID is the ClassID. (useless maybe? might be able to use a class icon?) -- 54: Show a critter you /love them, assetID is useless or not present. -- 70: Honorable Kill at a specific place. -- 71: Instance Clears, assetID is of an unknown type... might be Saved Instance ID? -- 73: Mal'Ganis? Complete Objective? (useless) -- 74: No idea, tracking of some kind -- 92: Encounter Kills, of non-NPC type. (Group of NPCs - IE: Lilian Voss) elseif criteriaType == 0 or criteriaType == 3 or criteriaType == 5 or criteriaType == 6 or criteriaType == 9 or criteriaType == 10 or criteriaType == 14 or criteriaType == 15 or criteriaType == 17 or criteriaType == 19 or criteriaType == 26 or criteriaType == 37 or criteriaType == 45 or criteriaType == 75 or criteriaType == 78 or criteriaType == 79 or criteriaType == 81 or criteriaType == 90 or criteriaType == 91 or criteriaType == 109 or criteriaType == 124 or criteriaType == 126 or criteriaType == 130 or criteriaType == 134 or criteriaType == 135 or criteriaType == 136 or criteriaType == 138 or criteriaType == 139 or criteriaType == 151 or criteriaType == 156 or criteriaType == 157 or criteriaType == 158 or criteriaType == 200 or criteriaType == 203 or criteriaType == 207 then -- 0: Some tracking statistic, generally X/Y format and simple enough to not justify a type if no assetID is present. -- 3: Collect X of something that's generic for Archeology -- 5: Level Requirement -- 6: Digsites (Archeology) -- 9: Total Quests Completed -- 10: Daily Quests, every day for X days. -- 14: Total Daily Quests Completed -- 15: Battleground battles -- 17: Total Deaths -- 19: Instances Run -- 26: Environmental Deaths -- 37: Ranked Arena Wins -- 45: Bank Slots Purchased -- 75: Mounts (Total - on one Character) -- 78: Kill NPCs -- 79: Cook Food -- 81: Pet battle achievement points -- 90: Gathering (Nodes) -- 91: Pet Charm Totals -- 109: Catch Fish -- 124: Guild Member Repairs -- 126: Guild Crafting -- 130: Rated Battleground Wins -- 134: Complete Quests -- 135: Honorable Kills (Total) -- 136: Kill Critters -- 138: Guild Scenario Challenges Completed -- 139: Guild Challenges Completed -- 151: Guild Scenario Completed -- 156: Collect Pets (Total) -- 157: Collect Pets (Rare) -- 158: Pet Battles -- 200: Recruit Troops -- 203: World Quests (Total Complete) -- 207: Honor Earned (Total) -- https://wowwiki-archive.fandom.com/wiki/API_GetAchievementCriteriaInfo if crit.rank and totalCriteria == 1 then info.rank = crit.rank; break; end elseif criteriaType == 38 or criteriaType == 39 or criteriaType == 58 or criteriaType == 63 or criteriaType == 65 or criteriaType == 66 or criteriaType == 76 or criteriaType == 77 or criteriaType == 82 or criteriaType == 83 or criteriaType == 84 or criteriaType == 85 or criteriaType == 86 or criteriaType == 107 or criteriaType == 128 or criteriaType == 152 or criteriaType == 153 or criteriaType == 163 then -- Ignored -- 38: Team Rating, which is irrelevant. -- 39: Personal Rating, which is irrelevant. -- 58: Killing Blows, might specifically be PvP. -- 63: Total Gold (Spent on Travel) -- 65: Total Gold (Spent on Barber Shop) -- 66: Total Gold (Spent on Mail) -- 76: Duels Won -- 77: Duels Lost -- 82: Auctions (Total Posted) -- 83: Auctions (Highest Bid) -- 84: Auctions (Total Purchases) -- 85: Auctions (Highest Sold)] -- 86: Most Gold Ever Owned -- 107: Quests Abandoned -- 128: Guild Bank Tabs -- 152: Defeat Scenarios -- 153: Ride to Location? -- 163: Also ride to location break; elseif criteriaType == 59 or criteriaType == 62 or criteriaType == 67 or criteriaType == 80 then -- Gold Cost, if available. -- 59: Total Gold (Vendors) -- 62: Total Gold (Quest Rewards) -- 67: Total Gold (Looted) -- 80: Total Gold (Auctions) if crit.rank and crit.rank > 1 then if totalCriteria == 1 then -- Generic, such as the Bread Winner info.rank = crit.rank; break; else crit.cost = { { "g", crit.assetID, crit.rank } }; crit.criteriaType = nil; crit.assetID = nil; info.rank = nil; end else break; end end -- 155: Collect Battle Pets from a Raid, no assetID though RIP -- 158: Defeat Master Trainers -- 161: Capture a Battle Pet in a Zone -- 163: Defeat an Encounter of some kind? AssetID useless -- 169: Construct a building, assetID might be the buildingID. end tinsert(criteria, 1, crit); end if #criteria > 0 then info.criteria = criteria; end end HarvestedAchievementDatabase[achievementID] = info; setmetatable(t, app.BaseAchievement); rawset(t, "collected", true); return Name; end end AllTheThingsHarvestItems = HarvestedAchievementDatabase; local name = t.name; -- retries exceeded, so check the raw .name on the group (gets assigned when retries exceeded during cache attempt) if name then rawset(t, "collected", true); end return name; end app.BaseAchievementHarvester = app.BaseObjectFields(harvesterFields, "BaseAchievementHarvester"); app.CreateAchievementHarvester = function(id, t) return setmetatable(constructor(id, t, "achievementID"), app.BaseAchievementHarvester); end local function CheckAchievementCollectionStatus(achievementID) if ATTAccountWideData then achievementID = tonumber(achievementID); local _,_,_,acctCredit,_,_,_,_,_,_,_,isGuild,earnedByMe = GetAchievementInfo(achievementID); if earnedByMe then app.CurrentCharacter.Achievements[achievementID] = 1; ATTAccountWideData.Achievements[achievementID] = 1; elseif acctCredit and not isGuild then ATTAccountWideData.Achievements[achievementID] = 1; end end end RefreshAchievementCollection = function() if ATTAccountWideData then local maxid, achID = 0; for achievementID,_ in pairs(fieldCache["achievementID"]) do achID = tonumber(achievementID); if achID > maxid then maxid = achID; end end for achievementID=maxid,1,-1 do CheckAchievementCollectionStatus(achievementID); end end end app:RegisterEvent("ACHIEVEMENT_EARNED"); app.events.ACHIEVEMENT_EARNED = CheckAchievementCollectionStatus; end)(); -- Artifact Lib (function() local C_ArtifactUI_GetAppearanceInfoByID = C_ArtifactUI.GetAppearanceInfoByID; local artifactItemIDs = { [841] = 133755, -- Underlight Angler [Base Skin] [988] = 133755, -- Underlight Angler [Fisherfriend of the Isles] [989] = 133755, -- Underlight Angler [Fisherfriend of the Isles] [1] = {}, -- Off-Hand ItemIDs }; local fields = { ["key"] = function(t) return "artifactID"; end, ["artifactinfo"] = function(t) --[[ local setID, appearanceID, appearanceName, displayIndex, appearanceUnlocked, unlockConditionText, uiCameraID, altHandUICameraID, swatchR, swatchG, swatchB, modelAlpha, modelDesaturation, suppressGlobalAnim = C_ArtifactUI_GetAppearanceInfoByID(t.artifactID); ]]-- local info = { C_ArtifactUI_GetAppearanceInfoByID(t.artifactID) }; rawset(t, "artifactinfo", info); return info; end, ["f"] = function(t) return 11; end, ["collectible"] = function(t) return app.CollectibleTransmog; end, ["collected"] = function(t) if ATTAccountWideData.Artifacts[t.artifactID] then return 1; end -- This artifact is listed for the current class if not GetRelativeField(t, "nmc", true) and t.artifactinfo[5] then ATTAccountWideData.Artifacts[t.artifactID] = 1; return 1; end end, ["text"] = function(t) if not t.artifactinfo then return RETRIEVING_DATA; end -- Artifact listing in the Main item sets category just show 'Variant #' but elsewhere show the Item's name if t.parent and t.parent.headerID and (t.parent.headerID <= -5200 and t.parent.headerID >= -5205) then return t.variantText; end return t.appearanceText; end, ["title"] = function(t) return t.variantText; end, ["variantText"] = function(t) return Colorize("Variant " .. t.artifactinfo[4], RGBToHex(t.artifactinfo[9] * 255, t.artifactinfo[10] * 255, t.artifactinfo[11] * 255)); end, ["appearanceText"] = function(t) return "|cffe6cc80" .. (t.artifactinfo[3] or "???") .. "|r"; end, ["description"] = function(t) return t.artifactinfo[6] or L["ARTIFACT_INTRO_REWARD"]; end, ["atlas"] = function(t) return "Forge-ColorSwatchBorder"; end, ["atlas-background"] = function(t) return "Forge-ColorSwatchBackground"; end, ["atlas-border"] = function(t) return "Forge-ColorSwatch"; end, ["atlas-color"] = function(t) return { t.artifactinfo[9], t.artifactinfo[10], t.artifactinfo[11], 1.0 }; end, ["model"] = function(t) return t.parent and GetRelativeValue(t.parent, "model"); end, ["modelScale"] = function(t) return t.parent and GetRelativeValue(t.parent, "modelScale") or 0.95; end, ["modelRotation"] = function(t) return t.parent and GetRelativeValue(t.parent, "modelRotation") or 45; end, ["silentLink"] = function(t) local itemID = t.silentItemID; if itemID then -- 1 -> Off-Hand Appearance -- 2 -> Main-Hand Appearance -- return select(2, GetItemInfo(sformat("item:%d::::::::%d:::11:::8:%d:", itemID, app.Level, t.artifactID))); -- local link = sformat("item:%d::::::::%d:::11::%d:8:%d:", itemID, app.Level, t.isOffHand and 1 or 2, t.artifactID); -- print("Artifact link",t.artifactID,itemID,link); return select(2, GetItemInfo(sformat("item:%d:::::::::::11::%d:8:%d:", itemID, t.isOffHand and 1 or 2, t.artifactID))); end end, ["silentItemID"] = function(t) local itemID; if t.isOffHand then itemID = artifactItemIDs[1][t.artifactID]; else itemID = artifactItemIDs[t.artifactID]; end if itemID then return itemID; elseif t.parent and t.parent.headerID and (t.parent.headerID <= -5200 and t.parent.headerID >= -5205) then itemID = GetRelativeValue(t.parent, "itemID"); -- Store the relative ItemID in the artifactItemID cache so it can be referenced accurately by artifacts sourced in specific locations if itemID then if t.isOffHand then artifactItemIDs[1][t.artifactID] = itemID; else artifactItemIDs[t.artifactID] = itemID; end -- print("Artifact ItemID Cached",t.artifactID,t.isOffHand,itemID) end return itemID; end end, ["s"] = function(t) -- Return the calculated 's' field if existing if t._s then return t._s; end local s = t.silentLink; if s then s = app.GetSourceID(s); -- print("Artifact Source",s,t.silentLink) if s and s > 0 then rawset(t, "_s", s); if ATTAccountWideData.Sources[s] ~= 1 and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(s) then -- print("Saved Known Source",s) ATTAccountWideData.Sources[s] = 1; end return s; end end end, }; app.BaseArtifact = app.BaseObjectFields(fields, "BaseArtifact"); app.CreateArtifact = function(id, t) return setmetatable(constructor(id, t, "artifactID"), app.BaseArtifact); end end)(); -- Azerite Essence Lib (function() local GetInfo, GetLink = C_AzeriteEssence.GetEssenceInfo, C_AzeriteEssence.GetEssenceHyperlink; local fields = { ["key"] = function(t) return "azeriteEssenceID"; end, ["info"] = function(t) local info = GetInfo(t.azeriteEssenceID) or app.EmptyTable; rawset(t, "info", info); return info; end, ["collectible"] = function(t) return app.CollectibleAzeriteEssences; end, ["collected"] = function(t) if (app.CurrentCharacter.AzeriteEssenceRanks[t.azeriteEssenceID] or 0) >= t.rank then return 1; end local accountRank = ATTAccountWideData.AzeriteEssenceRanks[t.azeriteEssenceID] or 0; local info = t.info; if info and info.unlocked then if t.rank and info.rank then if info.rank >= t.rank then app.CurrentCharacter.AzeriteEssenceRanks[t.azeriteEssenceID] = info.rank; if info.rank > accountRank then ATTAccountWideData.AzeriteEssenceRanks[t.azeriteEssenceID] = info.rank; end return 1; end else return 1; end end if app.AccountWideAzeriteEssences and accountRank >= t.rank then return 2; end end, ["text"] = function(t) return t.link; end, ["lvl"] = function(t) return 50; end, ["icon"] = function(t) return t.info.icon or "Interface/ICONS/INV_Glowing Azerite Spire"; end, ["name"] = function(t) return t.info.name; end, ["link"] = function(t) local link = GetLink(t.azeriteEssenceID, t.rank); rawset(t, "link", link); return link; end, ["rank"] = function(t) return t.info.rank or 0; end, }; app.BaseAzeriteEssence = app.BaseObjectFields(fields, "BaseAzeriteEssence"); app.CreateAzeriteEssence = function(id, t) return setmetatable(constructor(id, t, "azeriteEssenceID"), app.BaseAzeriteEssence); end end)(); -- Battle Pet Lib (function() -- localized global APIs local C_PetBattles_GetAbilityInfoByID = C_PetBattles.GetAbilityInfoByID; local C_PetJournal_GetNumCollectedInfo = C_PetJournal.GetNumCollectedInfo; local C_PetJournal_GetPetInfoByPetID = C_PetJournal.GetPetInfoByPetID; local C_PetJournal_GetPetInfoBySpeciesID = C_PetJournal.GetPetInfoBySpeciesID; local cache = app.CreateCache("speciesID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); -- speciesName, speciesIcon, petType, companionID, tooltipSource, tooltipDescription, isWild, -- canBattle, isTradeable, isUnique, obtainable, creatureDisplayID = C_PetJournal.GetPetInfoBySpeciesID(speciesID) local speciesName, speciesIcon, petType, _, _, tooltipDescription, _, _, _, _, _, creatureDisplayID = C_PetJournal_GetPetInfoBySpeciesID(id); if speciesName then _t.name = speciesName; _t.icon = speciesIcon; _t.petTypeID = petType; _t.lore = tooltipDescription; _t.displayID = creatureDisplayID; if not t.itemID then _t.text = "|cff0070dd"..speciesName.."|r"; end if field then return _t[field]; end end end local function default_link(t) if t.itemID then return select(2, GetItemInfo(t.itemID)); end end local CollectedSpeciesHelper = setmetatable({}, { __index = function(t, key) if C_PetJournal_GetNumCollectedInfo(key) > 0 then rawset(t, key, 1); return 1; end end }); local fields = { ["key"] = function(t) return "speciesID"; end, ["filterID"] = function(t) return 101; end, ["collectible"] = function(t) return app.CollectibleBattlePets; end, ["collected"] = function(t) if CollectedSpeciesHelper[t.speciesID] then return 1; end local altSpeciesID = t.altSpeciesID; if altSpeciesID and CollectedSpeciesHelper[altSpeciesID]then return 2; end end, ["text"] = function(t) return t.link or cache.GetCachedField(t, "text", CacheInfo); end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo); end, ["lore"] = function(t) return cache.GetCachedField(t, "lore", CacheInfo); end, ["displayID"] = function(t) return cache.GetCachedField(t, "displayID", CacheInfo); end, ["petTypeID"] = function(t) return cache.GetCachedField(t, "petTypeID", CacheInfo); end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["link"] = function(t) return cache.GetCachedField(t, "link", default_link); end, ["tsm"] = function(t) return sformat("p:%d:1:3", t.speciesID); end, }; app.BaseSpecies = app.BaseObjectFields(fields, "BaseSpecies"); app.CreateSpecies = function(id, t) return setmetatable(constructor(id, t, "speciesID"), app.BaseSpecies); end app.events.NEW_PET_ADDED = function(petID) local speciesID = C_PetJournal_GetPetInfoByPetID(petID); -- app.PrintDebug("NEW_PET_ADDED", petID, speciesID); if speciesID and C_PetJournal_GetNumCollectedInfo(speciesID) > 0 and not rawget(CollectedSpeciesHelper, speciesID) then rawset(CollectedSpeciesHelper, speciesID, 1); UpdateSearchResults(SearchForField("speciesID", speciesID)); app:PlayFanfare(); app:TakeScreenShot("BattlePets"); wipe(searchCache); end end app.events.PET_JOURNAL_PET_DELETED = function(petID) -- /dump C_PetJournal.GetPetInfoByPetID("BattlePet-0-00001006503D") -- local speciesID = C_PetJournal.GetPetInfoByPetID(petID); -- NOTE: Above APIs do not work in the DELETED API, THANKS BLIZZARD -- app.PrintDebug("PET_JOURNAL_PET_DELETED",petID); -- Check against all of the collected species for a species that is no longer 1/X local missing = {}; for speciesID,_ in pairs(CollectedSpeciesHelper) do if C_PetJournal_GetNumCollectedInfo(speciesID) < 1 then -- app.PrintDebug("Pet Missing",speciesID); rawset(CollectedSpeciesHelper, speciesID, nil); tinsert(missing, speciesID); end end if #missing > 0 then app:PlayRemoveSound(); end UpdateRawIDs("speciesID", missing); end local fields = { ["key"] = function(t) return "petAbilityID"; end, ["text"] = function(t) return select(2, C_PetBattles_GetAbilityInfoByID(t.petAbilityID)); end, ["icon"] = function(t) return select(3, C_PetBattles_GetAbilityInfoByID(t.petAbilityID)); end, ["description"] = function(t) return select(5, C_PetBattles_GetAbilityInfoByID(t.petAbilityID)); end, }; app.BasePetAbility = app.BaseObjectFields(fields, "BasePetAbility"); app.CreatePetAbility = function(id, t) return setmetatable(constructor(id, t, "petAbilityID"), app.BasePetAbility); end local fields = { ["key"] = function(t) return "petTypeID"; end, ["text"] = function(t) return _G["BATTLE_PET_NAME_" .. t.petTypeID]; end, ["icon"] = function(t) return "Interface\\Icons\\Icon_PetFamily_"..PET_TYPE_SUFFIX[t.petTypeID]; end, ["filterID"] = function(t) return 101; end, }; app.BasePetType = app.BaseObjectFields(fields, "BasePetType"); app.CreatePetType = function(id, t) return setmetatable(constructor(id, t, "petTypeID"), app.BasePetType); end end)(); -- Category Lib (function() local fields = { ["key"] = function(t) return "categoryID"; end, ["name"] = function(t) return AllTheThingsAD.LocalizedCategoryNames[t.categoryID] or ("Unknown Category #" .. t.categoryID); end, ["icon"] = function(t) return AllTheThings.CategoryIcons[t.categoryID] or "Interface/ICONS/INV_Garrison_Blueprints1"; end, }; app.BaseCategory = app.BaseObjectFields(fields, "BaseCategory"); app.CreateCategory = function(id, t) return setmetatable(constructor(id, t, "categoryID"), app.BaseCategory); end end)(); -- Character Class Lib (function() local class_id_cache = {}; for i=1,GetNumClasses() do class_id_cache[select(2, GetClassInfo(i))] = i; end local classIcons = { [1] = "Interface\\Icons\\ClassIcon_Warrior", [2] = "Interface\\Icons\\ClassIcon_Paladin", [3] = "Interface\\Icons\\ClassIcon_Hunter", [4] = "Interface\\Icons\\ClassIcon_Rogue", [5] = "Interface\\Icons\\ClassIcon_Priest", [6] = "Interface\\Icons\\ClassIcon_DeathKnight", [7] = "Interface\\Icons\\ClassIcon_Shaman", [8] = "Interface\\Icons\\ClassIcon_Mage", [9] = "Interface\\Icons\\ClassIcon_Warlock", [10] = "Interface\\Icons\\ClassIcon_Monk", [11] = "Interface\\Icons\\ClassIcon_Druid", [12] = "Interface\\Icons\\ClassIcon_DemonHunter", [13] = "Interface\\Icons\\ClassIcon_Evoker", }; local GetClassIDFromClassFile = function(classFile) for i,icon in pairs(classIcons) do local info = C_CreatureInfo.GetClassInfo(i); if info and info.classFile == classFile then return i; end end end app.ClassDB = setmetatable({}, { __index = function(t, className) for i,_ in pairs(classIcons) do local info = C_CreatureInfo.GetClassInfo(i); if info and info.className == className then rawset(t, className, i); return i; end end end }); local math_floor = math.floor; local cache = app.CreateCache("classID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); -- specc can be included in the id local classID = math_floor(id); rawset(t, "classKey", classID); local specc_decimal = 1000 * (id - classID); local specc = math_floor(specc_decimal + 0.00001); if specc > 0 then local _, text, _, icon = GetSpecializationInfoForSpecID(specc); text = "|c" .. t.classColors.colorStr .. text .. "|r"; _t.text = text; _t.icon = icon; else local text = GetClassInfo(t.classID); text = "|c" .. t.classColors.colorStr .. text .. "|r"; _t.text = text; _t.icon = classIcons[t.classID] end if field then return _t[field]; end end local fields = { ["key"] = function(t) return "classID"; end, ["text"] = function(t) local text = cache.GetCachedField(t, "text", CacheInfo); if t.mapID then text = app.GetMapName(t.mapID) .. " (" .. text .. ")"; elseif t.maps then text = app.GetMapName(t.maps[1]) .. " (" .. text .. ")"; end text = "|c" .. t.classColors.colorStr .. text .. "|r"; rawset(t, "text", text); return text; end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo); -- return classIcons[t.classID]; end, ["c"] = function(t) local c = { math_floor(t.classID) }; rawset(t, "c", c); return c; end, ["nmc"] = function(t) return math_floor(t.classID) ~= app.ClassIndex; end, ["classColors"] = function(t) return RAID_CLASS_COLORS[select(2, GetClassInfo(math_floor(t.classID)))]; end, }; app.BaseCharacterClass = app.BaseObjectFields(fields, "BaseCharacterClass"); app.CreateCharacterClass = function(id, t) return setmetatable(constructor(id, t, "classID"), app.BaseCharacterClass); end local unitFields = { ["key"] = function(t) return "unit"; end, ["text"] = function(t) for guid,character in pairs(ATTCharacterData) do if guid == t.unit or character.name == t.unit then rawset(t, "text", character.text); rawset(t, "level", character.lvl); if character.classID then rawset(t, "classID", character.classID); rawset(t, "class", C_CreatureInfo.GetClassInfo(character.classID).className); end if character.raceID then rawset(t, "raceID", character.raceID); rawset(t, "race", C_CreatureInfo.GetRaceInfo(character.raceID).raceName); end return character.text; end end local name, realm = UnitName(t.unit); if name then if realm and realm ~= "" then name = name .. "-" .. realm; end local _, classFile, classID = UnitClass(t.unit); if classFile then rawset(t, "classID", classID); name = "|c" .. RAID_CLASS_COLORS[classFile].colorStr .. name .. "|r"; end return name; end return t.unit; end, ["icon"] = function(t) if t.classID then return classIcons[t.classID]; end end, ["name"] = function(t) return UnitName(t.unit); end, ["guid"] = function(t) return UnitGUID(t.unit); end, ["title"] = function(t) if IsInGroup() then if rawget(t, "isML") then return MASTER_LOOTER; end if UnitIsGroupLeader(t.unit) then return RAID_LEADER; end end end, ["description"] = function(t) return LEVEL .. " " .. (t.level or RETRIEVING_DATA) .. " " .. (t.race or RETRIEVING_DATA) .. " " .. (t.class or RETRIEVING_DATA); end, ["level"] = function(t) return UnitLevel(t.unit); end, ["race"] = function(t) return UnitRace(t.unit); end, ["class"] = function(t) return UnitClass(t.unit); end, }; app.BaseUnit = app.BaseObjectFields(unitFields, "BaseUnit"); app.CreateUnit = function(unit, t) return setmetatable(constructor(unit, t, "unit"), app.BaseUnit); end end)(); -- Currency Lib (function() local C_CurrencyInfo_GetCurrencyInfo = C_CurrencyInfo.GetCurrencyInfo; local C_CurrencyInfo_GetCurrencyLink = C_CurrencyInfo.GetCurrencyLink; local cache = app.CreateCache("currencyID"); local function default_text(t) return t.link or t.name; end local function default_info(t) return C_CurrencyInfo_GetCurrencyInfo(t.currencyID); end local function default_link(t) return C_CurrencyInfo_GetCurrencyLink(t.currencyID, 1); end local function default_costCollectibles(t) local id = t.currencyID; if id then local results = app.SearchForField("currencyIDAsCost", id); if results and #results > 0 then -- app.PrintDebug("default_costCollectibles",t.hash,#results) return results; end end return app.EmptyTable; end local fields = { ["key"] = function(t) return "currencyID"; end, ["_cache"] = function(t) return cache; end, ["text"] = function(t) return cache.GetCachedField(t, "text", default_text); end, ["info"] = function(t) return cache.GetCachedField(t, "info", default_info); end, ["link"] = function(t) return cache.GetCachedField(t, "link", default_link); end, ["icon"] = function(t) local info = t.info; return info and info.iconFileID; end, ["name"] = function(t) local info = t.info; return info and info.name or ("Currency #" .. t.currencyID); end, ["costCollectibles"] = function(t) return cache.GetCachedField(t, "costCollectibles", default_costCollectibles); end, ["collectibleAsCost"] = app.CollectibleAsCost, }; app.BaseCurrencyClass = app.BaseObjectFields(fields, "BaseCurrencyClass"); app.CreateCurrencyClass = function(id, t) return setmetatable(constructor(id, t, "currencyID"), app.BaseCurrencyClass); end end)(); -- Death Tracker Lib (function() local OnUpdateForDeathTrackerLib = function(t) if app.MODE_DEBUG then -- app.Settings:Get("Thing:Deaths"); t.visible = app.GroupVisibilityFilter(t); local stat = select(1, GetStatistic(60)) or "0"; if stat == "--" then stat = "0"; end local deaths = tonumber(stat); if deaths > 0 and deaths > app.CurrentCharacter.Deaths then ATTAccountWideData.Deaths = ATTAccountWideData.Deaths + (deaths - app.CurrentCharacter.Deaths); app.CurrentCharacter.Deaths = deaths; end t.parent.progress = t.parent.progress + t.progress; t.parent.total = t.parent.total + t.total; else t.visible = false; end return false; end local fields = { ["key"] = function(t) return "deaths"; end, ["text"] = function(t) return "Total Deaths"; end, ["icon"] = function(t) return app.asset("Category_Deaths"); end, ["progress"] = function(t) return math.min(1000, app.AccountWideDeaths and ATTAccountWideData.Deaths or app.CurrentCharacter.Deaths); end, ["total"] = function(t) return 1000; end, ["description"] = function(t) return "The ATT Gods must be sated. Go forth and attempt to level, mortal!\n\n 'Live! Die! Live Again!'\n"; end, ["OnTooltip"] = function(t) local c = {}; for guid,character in pairs(ATTCharacterData) do if character and character.Deaths and character.Deaths > 0 then tinsert(c, character); end end if #c > 0 then GameTooltip:AddLine(" "); GameTooltip:AddLine("Deaths Per Character:"); app.Sort(c, function(a, b) return a.Deaths > b.Deaths; end); for i,data in ipairs(c) do GameTooltip:AddDoubleLine(" " .. string.gsub(data.text, "-" .. GetRealmName(), ""), data.Deaths, 1, 1, 1); end end end, ["OnUpdate"] = function(t) return OnUpdateForDeathTrackerLib; end, }; app.BaseDeathClass = app.BaseObjectFields(fields, "BaseDeathClass"); app.CreateDeathClass = function() return setmetatable({}, app.BaseDeathClass); end end)(); -- Difficulty Lib (function() app.DifficultyColors = { [2] = "ff0070dd", [5] = "ff0070dd", [6] = "ff0070dd", [7] = "ff9d9d9d", [15] = "ff0070dd", [16] = "ffa335ee", [17] = "ff9d9d9d", [23] = "ffa335ee", [24] = "ffe6cc80", [33] = "ffe6cc80", }; app.DifficultyIcons = { [-1] = app.asset("Difficulty_LFR"), [-2] = app.asset("Difficulty_Normal"), [-3] = app.asset("Difficulty_Heroic"), [-4] = app.asset("Difficulty_Mythic"), [1] = app.asset("Difficulty_Normal"), [2] = app.asset("Difficulty_Heroic"), [3] = app.asset("Difficulty_Normal"), [4] = app.asset("Difficulty_Normal"), [5] = app.asset("Difficulty_Heroic"), [6] = app.asset("Difficulty_Heroic"), [7] = app.asset("Difficulty_LFR"), [9] = app.asset("Difficulty_Mythic"), [11] = app.asset("Difficulty_Normal"), [12] = app.asset("Difficulty_Heroic"), [14] = app.asset("Difficulty_Normal"), [15] = app.asset("Difficulty_Heroic"), [16] = app.asset("Difficulty_Mythic"), [17] = app.asset("Difficulty_LFR"), [18] = app.asset("Category_Event"), [23] = app.asset("Difficulty_Mythic"), [24] = app.asset("Difficulty_Timewalking"), [33] = app.asset("Difficulty_Timewalking"), }; local fields = { ["key"] = function(t) return "difficultyID"; end, ["text"] = function(t) local difficultyID = t.difficultyID; local text = L["CUSTOM_DIFFICULTIES"][difficultyID] or GetDifficultyInfo(difficultyID) or "Unknown Difficulty"; -- don't follow sourceParent local parent = rawget(t, "parent"); local parentInstance = parent and parent.instanceID; if parentInstance then return text; else -- append the name of the Source Instance which contains this diffculty group to help distinguish (LFR Queue NPCs) parentInstance = t.sourceParent; if parentInstance then text = sformat("%s [%s]", text, parentInstance and parentInstance.text or UNKNOWN); end return text; end end, ["icon"] = function(t) return app.DifficultyIcons[t.difficultyID]; end, ["trackable"] = app.ReturnTrue, ["saved"] = function(t) return t.locks; end, ["locks"] = function(t) local locks = t.parent and t.parent.locks; if locks then if t.parent.isLockoutShared and not (t.difficultyID == 7 or t.difficultyID == 17) then rawset(t, "locks", locks.shared); return locks.shared; else -- Look for this difficulty's lockout. for difficultyKey, lock in pairs(locks) do if difficultyKey == "shared" then -- ignore this one elseif difficultyKey == t.difficultyID then rawset(t, "locks", lock); return lock; end end end end end, ["u"] = function(t) if t.difficultyID == 24 or t.difficultyID == 33 then return 1016; end end, ["description"] = function(t) if t.difficultyID == 24 or t.difficultyID == 33 then return L["WE_JUST_HATE_TIMEWALKING"]; end end, }; app.BaseDifficulty = app.BaseObjectFields(fields, "BaseDifficulty"); app.CreateDifficulty = function(id, t) return setmetatable(constructor(id, t, "difficultyID"), app.BaseDifficulty); end end)(); -- Encounter Lib (function() local cache = app.CreateCache("encounterID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); local name, lore, _, _, link = EJ_GetEncounterInfo(id); _t.name = name; _t.lore = lore; _t.link = link; _t.displayID = select(4, EJ_GetCreatureInfo(1, id)); if field then return _t[field]; end end local function default_displayInfo(t) local displayInfos, id, displayInfo = {}, t.encounterID; for i=1,MAX_CREATURES_PER_ENCOUNTER do displayInfo = select(4, EJ_GetCreatureInfo(i, id)); if displayInfo then tinsert(displayInfos, displayInfo); else break; end end return displayInfos; end local fields = { ["key"] = function(t) return "encounterID"; end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["lore"] = function(t) return cache.GetCachedField(t, "lore", CacheInfo); end, ["link"] = function(t) return cache.GetCachedField(t, "link", CacheInfo); end, ["displayID"] = function(t) return cache.GetCachedField(t, "displayID", CacheInfo); end, ["displayInfo"] = function(t) return cache.GetCachedField(t, "displayInfo", default_displayInfo); end, ["icon"] = function(t) return app.DifficultyIcons[GetRelativeValue(t, "difficultyID") or 1]; end, ["trackable"] = function(t) return t.questID; end, ["saved"] = function(t) -- only consider encounters saved if saved for the current character return IsQuestFlaggedCompleted(t.questID); end, ["index"] = function(t) return 1; end, }; app.BaseEncounter = app.BaseObjectFields(fields, "BaseEncounter"); app.CreateEncounter = function(id, t) return setmetatable(constructor(id, t, "encounterID"), app.BaseEncounter); end end)(); -- Faction Lib (function() local GetFriendshipReputation, GetFriendshipReputationRanks = GetFriendshipReputation, GetFriendshipReputationRanks; -- 10.0 Blizz does some weird stuff with Friendship functions now, so let's try to wrap the functionality to work with what we expected before... at least for now if C_GossipInfo then local GetBlizzFriendship = C_GossipInfo.GetFriendshipReputation; GetFriendshipReputation = function(factionID, field) local friendInfo = GetBlizzFriendship(factionID); local friendFactionID = friendInfo and friendInfo.friendshipFactionID or 0; if friendFactionID ~= 0 then return field and friendInfo[field] or true; end end local GetBlizzFriendshipRanks = C_GossipInfo.GetFriendshipReputationRanks; GetFriendshipReputationRanks = function(factionID) local rankInfo = GetBlizzFriendshipRanks(factionID); local maxLevel = rankInfo and rankInfo.maxLevel or 0; if maxLevel ~= 0 then return rankInfo.currentLevel, maxLevel; end end end local StandingByID = { [0] = { -- 0: No Standing (Not in a Guild) ["color"] = "00404040", ["threshold"] = -99999, }, { -- 1: HATED ["color"] = GetProgressColor(0), ["threshold"] = -42000, }, { -- 2: HOSTILE ["color"] = "00FF0000", ["threshold"] = -6000, }, { -- 3: UNFRIENDLY ["color"] = "00EE6622", ["threshold"] = -3000, }, { -- 4: NEUTRAL ["color"] = "00FFFF00", ["threshold"] = 0, }, { -- 5: FRIENDLY ["color"] = "0000FF00", ["threshold"] = 3000, }, { -- 6: HONORED ["color"] = "0000FF88", ["threshold"] = 9000, }, { -- 7: REVERED ["color"] = "0000FFCC", ["threshold"] = 21000, }, { -- 8: EXALTED ["color"] = GetProgressColor(1), ["threshold"] = 42000, }, }; app.FactionNameByID = setmetatable({}, { __index = function(t, id) local name = select(1, GetFactionInfoByID(id)) or GetFriendshipReputation(id, "name"); if name then rawset(t, id, name); rawset(app.FactionIDByName, name, id); return name; end end }); app.FactionIDByName = setmetatable({}, { __index = function(t, name) for i=1,3000,1 do if app.FactionNameByID[i] == name then rawset(t, name, i); return i; end end end }); app.FACTION_RACES = { [1] = { 1, -- Human 3, -- Dwarf 4, -- Night Elf 7, -- Gnome 11, -- Draenei 22, -- Worgen 25, -- Pandaren [Alliance] 29, -- Void Elf 30, -- Lightforged 32, -- Kul Tiran 34, -- Dark Iron 37, -- Mechagnome }, [2] = { 2, -- Orc 5, -- Undead 6, -- Tauren 8, -- Troll 9, -- Goblin 10, -- Blood Elf 26, -- Pandaren [Horde] 27, -- Nightborne 28, -- Highmountain 31, -- Zandalari 35, -- Vulpera 36, -- Mag'har } }; app.GetFactionIDByName = function(name) name = strtrim(name); return app.FactionIDByName[name] or name; end app.GetFactionStanding = function(reputationPoints) -- Total earned rep from GetFactionInfoByID is a value AWAY FROM ZERO, not a value within the standing bracket. if reputationPoints then if type(reputationPoints) == "table" then return app.GetReputationStanding(reputationPoints); end for i=#StandingByID,1,-1 do local threshold = StandingByID[i].threshold; if reputationPoints >= threshold then return i, threshold < 0 and (threshold - reputationPoints) or (reputationPoints - threshold); end end end return 1, 0 end -- Given a maxReputation/minReputation table, will return the proper StandingID and Amount into that Standing associated with the data app.GetReputationStanding = function(reputationInfo) local factionID, standingOrAmount = reputationInfo[1], reputationInfo[2]; -- make it really easy to use threshold checks by directly providing the expected standing -- incoming value can also be negative for hostile standings, so check directly on the table if standingOrAmount > 0 and StandingByID[standingOrAmount] then return standingOrAmount, 0; else local friend = GetFriendshipReputation(factionID); if friend then -- don't think there's a good standard way to determine friendship rank from an arbitrary amount of reputation... print("Convert Friendship Reputation Threshold to StandingID",factionID,standingOrAmount) return 1, standingOrAmount; else -- Total earned rep from GetFactionInfoByID is a value AWAY FROM ZERO, not a value within the standing bracket. for i=#StandingByID,1,-1 do local threshold = StandingByID[i].threshold; if standingOrAmount >= threshold then return i, threshold < 0 and (threshold - standingOrAmount) or (standingOrAmount - threshold); end end end end end local function GetCurrentFactionStandings(factionID) local standing, maxStanding = 0, 8; local friend = GetFriendshipReputation(factionID); if friend then standing, maxStanding = GetFriendshipReputationRanks(factionID); else standing = select(3, GetFactionInfoByID(factionID)); end return standing or 1, maxStanding; end app.GetCurrentFactionStandings = GetCurrentFactionStandings; -- Returns the 'text' colorized to match a specific standard 'StandingID' local function ColorizeStandingText(standingID, text) local standing = StandingByID[standingID]; if standing then return Colorize(text, standing.color); else local rgb = FACTION_BAR_COLORS[standingID]; return Colorize(text, RGBToHex(rgb.r * 255, rgb.g * 255, rgb.b * 255)); end end -- Returns StandingText or Requested Standing colorzing the 'Standing' text for the Faction, or otherwise the provided 'textOverride' app.GetCurrentFactionStandingText = function(factionID, requestedStanding, textOverride) local standing = requestedStanding or GetCurrentFactionStandings(factionID); local friendStandingText = GetFriendshipReputation(factionID, "reaction"); if friendStandingText then local _, maxStanding = GetFriendshipReputationRanks(factionID); -- adjust relative to max based on the actual max ranks of the friendship faction -- prevent any weirdness of requesting a standing higher than the max for the friendship local progress = math.min(standing, maxStanding) / maxStanding; -- if we requested a specific standing, we can't rely on the friendship text to be accurate if requestedStanding then friendStandingText = "Rank "..requestedStanding; end -- friendships simply colored based on rank progress, some friendships have more ranks than faction standings... makes it weird to correlate them return Colorize(textOverride or friendStandingText, GetProgressColor(progress)); end return ColorizeStandingText(standing, textOverride or friendStandingText or _G["FACTION_STANDING_LABEL" .. standing] or UNKNOWN); end app.GetFactionStandingThresholdFromString = function(replevel) replevel = strtrim(replevel); for standing=1,8,1 do if _G["FACTION_STANDING_LABEL" .. standing] == replevel then return StandingByID[standing].threshold; end end end app.IsFactionExclusive = function(factionID) return factionID == 934 or factionID == 932 or factionID == 1104 or factionID == 1105; end local cache = app.CreateCache("factionID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); -- do not attempt caching more than 1 time per factionID since not every cached field may have a cached value if _t.name then return end local factionInfo = { GetFactionInfoByID(id) }; local friendshipName = GetFriendshipReputation(id, "name"); local name = factionInfo[1] or friendshipName; local lore = factionInfo[2]; _t.name = name or (t.creatureID and app.NPCNameFromID[t.creatureID]) or (FACTION .. " #" .. id); if lore then _t.lore = lore; elseif not name then _t.description = L["FACTION_SPECIFIC_REP"]; end if friendshipName then rawset(t, "isFriend", true); local friendship = GetFriendshipReputation(id, "text"); if friendship then if _t.lore then _t.lore = _t.lore.."\n\n"..friendship; else _t.lore = friendship; end end end if field then return _t[field]; end end local fields = { ["key"] = function(t) return "factionID"; end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["description"] = function(t) return cache.GetCachedField(t, "description", CacheInfo); end, ["lore"] = function(t) return cache.GetCachedField(t, "lore", CacheInfo); end, ["icon"] = function(t) return t.achievementID and select(10, GetAchievementInfo(t.achievementID)) or L["FACTION_ID_ICONS"][t.factionID] or t.isFriend and GetFriendshipReputation(t.factionID, "texture") or app.asset("Category_Factions"); end, ["link"] = function(t) return t.achievementID and GetAchievementLink(t.achievementID); end, ["achievementID"] = function(t) local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID; if achievementID then rawset(t, "achievementID", achievementID); return achievementID; end end, ["filterID"] = function(t) return 112; end, ["trackable"] = app.ReturnTrue, ["collectible"] = function(t) if app.CollectibleReputations then -- If your reputation is higher than the maximum for a different faction, return partial completion. if not app.AccountWideReputations and t.maxReputation and t.maxReputation[1] ~= t.factionID and (select(3, GetFactionInfoByID(t.maxReputation[1])) or 4) >= app.GetFactionStanding(t.maxReputation[2]) then return false; end return true; end return false; end, ["collected"] = function(t) if t.saved then return 1; end if app.AccountWideReputations and ATTAccountWideData.Factions[t.factionID] then return 2; end -- If there's an associated achievement, return partial completion. if t.achievementID and select(4, GetAchievementInfo(t.achievementID)) then return 2; end -- If this can be completed by completing a different achievement, return partial completion. if t.altAchievements then for i,achID in ipairs(t.altAchievements) do if select(4, GetAchievementInfo(achID)) then return 2; end end end end, ["saved"] = function(t) local factionID = t.factionID; if app.CurrentCharacter.Factions[factionID] then return true; end if t.standing >= t.maxstanding then app.CurrentCharacter.Factions[factionID] = 1; ATTAccountWideData.Factions[factionID] = 1; return true; end end, ["title"] = function(t) local title = app.GetCurrentFactionStandingText(t.factionID); if t.isFriend then local reputation = t.reputation; local amount, ceiling = select(2, app.GetFactionStanding(reputation)), t.ceiling; if ceiling then title = title .. DESCRIPTION_SEPARATOR .. amount .. " / " .. ceiling; if reputation < 42000 then return title .. " (" .. (42000 - reputation) .. ")"; end end return title; else local reputation = t.reputation; local amount, ceiling = select(2, app.GetFactionStanding(reputation)), t.ceiling; if ceiling then title = title .. DESCRIPTION_SEPARATOR .. amount .. " / " .. ceiling; if reputation < 42000 then return title .. " (" .. (42000 - reputation) .. " to " .. _G["FACTION_STANDING_LABEL8"] .. ")"; end end return title; end end, ["isFriend"] = function(t) if GetFriendshipReputation(t.factionID) then rawset(t, "isFriend", true); return true; else rawset(t, "isFriend", false); return false; end end, ["reputation"] = function(t) return select(6, GetFactionInfoByID(t.factionID)) or 0; end, ["ceiling"] = function(t) local _, _, _, m, ma = GetFactionInfoByID(t.factionID); return ma and m and (ma - m); end, ["standing"] = function(t) return GetCurrentFactionStandings(t.factionID); end, ["maxstanding"] = function(t) if t.minReputation and t.minReputation[1] == t.factionID then app.PrintDebug("Faction with MinReputation??",t.factionID) return app.GetFactionStanding(t.minReputation[2]); end local _, maxStanding = GetCurrentFactionStandings(t.factionID); rawset(t, "maxStanding", maxStanding); return maxStanding; end, ["sortProgress"] = function(t) return ((t.reputation or -42000) + 42000) / 84000; end, }; app.BaseFaction = app.BaseObjectFields(fields, "BaseFaction"); app.CreateFaction = function(id, t) return setmetatable(constructor(id, t, "factionID"), app.BaseFaction); end app.OnUpdateReputationRequired = function(t) -- The only non-regular update processing this group should have -- is if the User is not in Debug/Account and should not see it due to the reputation requirement not being met if not app.MODE_DEBUG_OR_ACCOUNT and t.minReputation and (select(6, GetFactionInfoByID(t.minReputation[1])) or 0) < t.minReputation[2] then t.visible = false; return true; end -- Returns false since we need to just call the regular update group logic return false; end end)(); -- Filter Lib (function() local fields = { ["key"] = function(t) return "filterID"; end, ["text"] = function(t) return L["FILTER_ID_TYPES"][t.filterID]; end, ["name"] = function(t) return t.text; end, ["icon"] = function(t) return L["FILTER_ID_ICONS"][t.filterID]; end, }; app.BaseFilter = app.BaseObjectFields(fields, "BaseFilter"); app.CreateFilter = function(id, t) return setmetatable(constructor(id, t, "filterID"), app.BaseFilter); end end)(); -- Flight Path Lib (function() local arrOfNodes = { 1, -- Durotar (All of Kalimdor) 36, -- Burning Steppes (All of Eastern Kingdoms) 94, -- Eversong Woods (and Ghostlands + Isle of Quel'Danas) 97, -- Azuremyst Isle (and Bloodmyst) 100, -- Hellfire Peninsula (All of Outland) 118, -- Icecrown (All of Northrend) 422, -- Dread Wastes (All of Pandaria) 525, -- Frostfire Ridge (All of Draenor) 630, -- Azsuna (All of Broken Isles) -- Argus only returns specific Flight Points per map 885, -- Antoran Wastes 830, -- Krokuun 882, -- Eredath 831, -- Upper Deck [The Vindicaar: Krokuun] 883, -- Upper Deck [The Vindicaar: Eredath] 886, -- Upper Deck [The Vindicaar: Antoran Wastes] 862, -- Zuldazar 896, -- Drustvar 1355, -- Nazjatar 1550, -- The Shadowlands 1409, -- Exile's Reach }; local C_TaxiMap_GetTaxiNodesForMap = C_TaxiMap.GetTaxiNodesForMap; local C_TaxiMap_GetAllTaxiNodes = C_TaxiMap.GetAllTaxiNodes; app.CacheFlightPathData = function() if not app.CacheFlightPathData_Ran then -- app.DEBUG_PRINT = true; local newNodes, node = {}; for i,mapID in ipairs(arrOfNodes) do -- if mapID == 882 then app.DEBUG_PRINT = true; end local allNodeData = C_TaxiMap_GetTaxiNodesForMap(mapID); if allNodeData then for j,nodeData in ipairs(allNodeData) do -- if nodeData.nodeID == 63 then app.DEBUG_PRINT = true; end -- if app.DEBUG_PRINT then app.PrintTable(nodeData) end node = app.FlightPathDB[nodeData.nodeID]; if node then -- if app.DEBUG_PRINT then print("DB node") end -- associate in-game or our own cached data with the Sourced FP -- can only apply in-game data when it exists... if nodeData.name then node.name = nodeData.name; end if nodeData.faction then node.faction = nodeData.faction; elseif nodeData.atlasName then if nodeData.atlasName == "TaxiNode_Alliance" then node.faction = 2; elseif nodeData.atlasName == "TaxiNode_Horde" then node.faction = 1; end end -- if app.DEBUG_PRINT then app.PrintTable(node) end elseif nodeData.name and true then -- Turn this off when you're done harvesting. -- if app.DEBUG_PRINT then print("*NEW* Node") end node = {}; node.name = "*NEW* " .. nodeData.name; if nodeData.faction then node.faction = nodeData.faction; elseif nodeData.atlasName then if nodeData.atlasName == "TaxiNode_Alliance" then node.faction = 2; elseif nodeData.atlasName == "TaxiNode_Horde" then node.faction = 1; end end -- app.PrintTable(node) app.FlightPathDB[nodeData.nodeID] = node; newNodes[nodeData.nodeID] = node; end -- app.DEBUG_PRINT = nil; end end -- app.DEBUG_PRINT = nil; end app.CacheFlightPathData_Ran = true; SetDataMember("NewFlightPathData", newNodes); -- return if some new flight path was found -- print("CacheFlightPathData Found new nodes?",foundNew) -- app.PrintTable(newNodes); -- app.DEBUG_PRINT = nil; return true; end end local fields = { ["key"] = function(t) return "flightPathID"; end, ["info"] = function(t) local info = app.FlightPathDB[t.flightPathID]; if info then rawset(t, "info", info); if info.mapID then app.CacheField(t, "mapID", info.mapID); end if info.qg then app.CacheField(t, "creatureID", info.qg); end return info; end return app.EmptyTable; end, ["name"] = function(t) return t.info.name or L["VISIT_FLIGHT_MASTER"]; end, ["icon"] = function(t) local r = t.r; if r then if r == Enum.FlightPathFaction.Horde then return app.asset("fp_horde"); else return app.asset("fp_alliance"); end end return app.asset("fp_neutral"); end, ["altQuests"] = function(t) return t.info.altQuests; end, ["description"] = function(t) local description = t.info.description; return (description and (description .."\n\n") or "") .. L["FLIGHT_PATHS_DESC"]; end, ["collectible"] = function(t) return app.CollectibleFlightPaths; end, ["collected"] = function(t) if app.CurrentCharacter.FlightPaths[t.flightPathID] then return 1; end if app.AccountWideFlightPaths and ATTAccountWideData.FlightPaths[t.flightPathID] then return 2; end if app.MODE_DEBUG_OR_ACCOUNT then return false; end if t.altQuests then for i,questID in ipairs(t.altQuests) do if IsQuestFlaggedCompleted(questID) then return 2; end end end end, ["trackable"] = app.ReturnTrue, ["saved"] = function(t) return app.CurrentCharacter.FlightPaths[t.flightPathID]; end, ["coord"] = function(t) return t.info.coord; end, ["c"] = function(t) return t.info.c; end, ["r"] = function(t) local faction = t.info.faction; if faction and faction > 0 then return faction; end end, ["u"] = function(t) return t.info.u; end, ["crs"] = function(t) return t.info.qg and { t.info.qg }; end, ["mapID"] = function(t) return t.info.mapID; end, ["nmc"] = function(t) local c = t.c; if c and not containsValue(c, app.ClassIndex) then rawset(t, "nmc", true); -- "Not My Class" return true; end rawset(t, "nmc", false); -- "My Class" return false; end, ["nmr"] = function(t) local r = t.r; return r and r ~= app.FactionID; end, ["sourceQuests"] = function(t) return t.info.sourceQuests; end, }; app.BaseFlightPath = app.BaseObjectFields(fields, "BaseFlightPath"); app.CreateFlightPath = function(id, t) return setmetatable(constructor(id, t, "flightPathID"), app.BaseFlightPath); end app.events.TAXIMAP_OPENED = function() local allNodeData = C_TaxiMap_GetAllTaxiNodes(app.GetCurrentMapID()); if allNodeData then local newFPs, nodeID; local currentCharFPs, acctFPs = app.CurrentCharacter.FlightPaths, ATTAccountWideData.FlightPaths; for j,nodeData in ipairs(allNodeData) do if nodeData.state and nodeData.state < 2 then nodeID = nodeData.nodeID; if not currentCharFPs[nodeID] then acctFPs[nodeID] = 1; currentCharFPs[nodeID] = 1; if not newFPs then newFPs = { nodeID } else tinsert(newFPs, nodeID); end end end end UpdateRawIDs("flightPathID", newFPs); end end end)(); -- Follower Lib (function() local C_Garrison_GetFollowerInfo,C_Garrison_GetFollowerLinkByID,C_Garrison_IsFollowerCollected = C_Garrison.GetFollowerInfo,C_Garrison.GetFollowerLinkByID,C_Garrison.IsFollowerCollected; local cache = app.CreateCache("followerID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); local info = C_Garrison_GetFollowerInfo(id); if info then _t.name = info.name; _t.text = info.name; _t.lvl = info.level; _t.icon = info.portraitIconID; _t.title = info.className; _t.displayID = info.displayIDs and info.displayIDs[1] and info.displayIDs[1].id; end _t.link = C_Garrison_GetFollowerLinkByID(id); if field then return _t[field]; end end local fields = { ["key"] = function(t) return "followerID"; end, ["text"] = function(t) return cache.GetCachedField(t, "text", CacheInfo); end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo); end, ["lvl"] = function(t) return cache.GetCachedField(t, "lvl", CacheInfo); end, ["title"] = function(t) return cache.GetCachedField(t, "title", CacheInfo); end, ["displayID"] = function(t) -- return cache.GetCachedField(t, "displayID", CacheInfo); end, ["link"] = function(t) return cache.GetCachedField(t, "link", CacheInfo); end, ["description"] = function(t) return L["FOLLOWERS_COLLECTION_DESC"]; end, ["collectible"] = function(t) return app.CollectibleFollowers; end, ["trackable"] = app.ReturnTrue, ["collected"] = function(t) if t.saved then return 1; end if app.AccountWideFollowers and ATTAccountWideData.Followers[t.followerID] then return 2; end end, ["saved"] = function(t) local followerID = t.followerID; if app.CurrentCharacter.Followers[followerID] then return true; end if C_Garrison_IsFollowerCollected(followerID) then app.CurrentCharacter.Followers[followerID] = 1; ATTAccountWideData.Followers[followerID] = 1; return true; end end, }; app.BaseFollower = app.BaseObjectFields(fields, "BaseFollower"); app.CreateFollower = function(id, t) return setmetatable(constructor(id, t, "followerID"), app.BaseFollower); end end)(); -- Garrison Lib (function() local C_Garrison_GetBuildingInfo = C_Garrison.GetBuildingInfo; local C_Garrison_GetMissionName = C_Garrison.GetMissionName; local C_Garrison_GetTalentInfo = C_Garrison.GetTalentInfo; local cache = app.CreateCache("buildingID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); local _, name, _, icon, lore, _, _, _, _, _, uncollected = C_Garrison_GetBuildingInfo(id); _t.name = name; _t.text = name; _t.lore = lore; _t.icon = _t.icon or icon; if not uncollected then app.CurrentCharacter.Buildings[t.buildingID] = 1; ATTAccountWideData.Buildings[t.buildingID] = 1; end -- item on a building can replace fields if t.itemID then local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID); if link then _t.icon = icon or _t.icon; _t.link = link; end end if field then return _t[field]; end end local fields = { ["key"] = function(t) return "buildingID"; end, ["text"] = function(t) return t.link or cache.GetCachedField(t, "text", CacheInfo); end, ["link"] = function(t) return cache.GetCachedField(t, "link", CacheInfo); end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["lore"] = function(t) return cache.GetCachedField(t, "lore", CacheInfo); end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo); end, ["filterID"] = function(t) return t.itemID and 200; end, ["collectible"] = function(t) return t.itemID and app.CollectibleRecipes; end, ["collected"] = function(t) local id = t.buildingID; if app.CurrentCharacter.Buildings[id] then return 1; end if not select(11, C_Garrison_GetBuildingInfo(id)) then app.CurrentCharacter.Buildings[id] = 1; ATTAccountWideData.Buildings[id] = 1; return 1; end if app.AccountWideRecipes and ATTAccountWideData.Buildings[id] then return 2; end end, }; app.BaseGarrisonBuilding = app.BaseObjectFields(fields, "BaseGarrisonBuilding"); app.CreateGarrisonBuilding = function(id, t) return setmetatable(constructor(id, t, "buildingID"), app.BaseGarrisonBuilding); end local fields = { ["key"] = function(t) return "missionID"; end, ["text"] = function(t) return C_Garrison_GetMissionName(t.missionID); end, ["icon"] = function(t) return "Interface/ICONS/INV_Icon_Mission_Complete_Order"; end, }; app.BaseGarrisonMission = app.BaseObjectFields(fields, "BaseGarrisonMission"); app.CreateGarrisonMission = function(id, t) return setmetatable(constructor(id, t, "missionID"), app.BaseGarrisonMission); end local fields = { ["key"] = function(t) return "talentID"; end, ["info"] = function(t) -- TODO: use cache return C_Garrison_GetTalentInfo(t.talentID) or {}; end, ["text"] = function(t) return t.info.name; end, ["icon"] = function(t) return t.info.icon or "Interface/ICONS/INV_Icon_Mission_Complete_Order"; end, ["description"] = function(t) return t.info.description; end, ["trackable"] = app.ReturnTrue, ["saved"] = function(t) return IsQuestFlaggedCompleted(t.questID) or t.info.researched; end, }; app.BaseGarrisonTalent = app.BaseObjectFields(fields, "BaseGarrisonTalent"); app.CreateGarrisonTalent = function(id, t) return setmetatable(constructor(id, t, "talentID"), app.BaseGarrisonTalent); end end)(); -- Gear Set Lib (function() local C_TransmogSets_GetSetInfo = C_TransmogSets.GetSetInfo; local C_TransmogSets_GetAllSourceIDs = C_TransmogSets.GetAllSourceIDs; local fields = { ["key"] = function(t) return "setID"; end, ["info"] = function(t) return C_TransmogSets_GetSetInfo(t.setID) or {}; end, ["text"] = function(t) return t.info.name; end, ["icon"] = function(t) local sources = t.sources; if sources then for sourceID, value in pairs(sources) do local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID); if sourceInfo and sourceInfo.invType == 2 then local icon = select(5, GetItemInfoInstant(sourceInfo.itemID)); if icon then rawset(t, "icon", icon); end return icon; end end end return QUESTION_MARK_ICON; end, ["description"] = function(t) local info = t.info; if info.description then if info.label then return info.label .. " (" .. info.description .. ")"; end return info.description; end return info.label; end, ["header"] = function(t) return t.info.label; end, ["subheader"] = function(t) return t.info.description; end, ["title"] = function(t) return t.info.requiredFaction; end, ["sources"] = function(t) local sources = C_TransmogSets_GetAllSourceIDs(t.setID); if sources then rawset(t, "sources", sources); return sources; end end, }; app.BaseGearSet = app.BaseObjectFields(fields, "BaseGearSet"); app.CreateGearSet = function(id, t) return setmetatable(constructor(id, t, "setID"), app.BaseGearSet); end local fields = { ["key"] = function(t) return "s"; end, ["info"] = function(t) return C_TransmogCollection_GetSourceInfo(rawget(t, "s")) or {}; end, ["itemID"] = function(t) local itemID = t.info.itemID; if itemID then rawset(t, "itemID", itemID); return itemID; end end, ["text"] = function(t) return t.link; end, ["link"] = function(t) return t.itemID and select(2, GetItemInfo(t.itemID)); end, ["name"] = function(t) return t.itemID and GetItemInfo(t.itemID); end, ["icon"] = function(t) return t.itemID and select(5, GetItemInfoInstant(t.itemID)); end, ["collectible"] = function(t) return rawget(t, "s") and app.CollectibleTransmog; end, ["collected"] = function(t) return ATTAccountWideData.Sources[rawget(t, "s")]; end, ["modItemID"] = function(t) rawset(t, "modItemID", GetGroupItemIDWithModID(t) or t.itemID); return rawget(t, "modItemID"); end, ["specs"] = function(t) return t.itemID and GetFixedItemSpecInfo(t.itemID); end, ["invType"] = function(t) return t.info.invType or 99; end, }; app.BaseGearSource = app.BaseObjectFields(fields, "BaseGearSource"); app.CreateGearSource = function(id) return setmetatable({ s = id}, app.BaseGearSource); end local fields = { ["key"] = function(t) return "setID"; end, ["info"] = function(t) return C_TransmogSets_GetSetInfo(t.setID) or {}; end, ["text"] = function(t) return t.info.label; end, ["icon"] = function(t) return t.achievementID and select(10, GetAchievementInfo(t.achievementID)); end, ["link"] = function(t) return t.achievementID and GetAchievementLink(t.achievementID); end, ["achievementID"] = function(t) local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID; if achievementID then rawset(t, "achievementID", achievementID); return achievementID; end end, }; app.BaseGearSetHeader = app.BaseObjectFields(fields, "BaseGearSetHeader"); app.CreateGearSetHeader = function(id, t) return setmetatable(constructor(id, t, "setID"), app.BaseGearSetHeader); end local fields = { ["key"] = function(t) return "setID"; end, ["info"] = function(t) return C_TransmogSets_GetSetInfo(t.setID) or {}; end, ["text"] = function(t) return t.info.description; end, ["icon"] = function(t) return t.achievementID and select(10, GetAchievementInfo(t.achievementID)); end, ["link"] = function(t) return t.achievementID and GetAchievementLink(t.achievementID); end, ["achievementID"] = function(t) local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID; if achievementID then rawset(t, "achievementID", achievementID); return achievementID; end end, }; app.BaseGearSetSubHeader = app.BaseObjectFields(fields, "BaseGearSetSubHeader"); app.CreateGearSetSubHeader = function(id, t) return setmetatable(constructor(id, t, "setID"), app.BaseGearSetSubHeader); end end)(); -- Holiday Lib (function() local function GetHolidayCache() local cache = GetTempDataMember("HOLIDAY_CACHE"); if not cache then cache = {}; SetTempDataMember("HOLIDAY_CACHE", cache); SetDataMember("HOLIDAY_CACHE", cache); local date = C_DateAndTime.GetCurrentCalendarTime(); if date.month > 8 then C_Calendar.SetAbsMonth(date.month - 8, date.year); else C_Calendar.SetAbsMonth(date.month + 4, date.year - 1); end --local date = C_Calendar.GetDate(); for month=1,12,1 do -- We kick off the search from January 1 at the start of the year using SetAbsMonth/GetMonthInfo. All successive functions are built from the returns of these. local absMonth = C_Calendar.SetAbsMonth(month, date.year); local monthInfo = C_Calendar.GetMonthInfo(absMonth); for day=1,monthInfo.numDays,1 do local numEvents = C_Calendar.GetNumDayEvents(0, day); if numEvents > 0 then for index=1,numEvents,1 do local event = C_Calendar.GetDayEvent(0, day, index); if event then -- If this is nil, then attempting to index it on the same line will toss an error. if event.calendarType == "HOLIDAY" and (not event.sequenceType or event.sequenceType == "" or event.sequenceType == "START") then if event.iconTexture then local t = cache[event.iconTexture]; if not t then t = { ["name"] = event.title, ["icon"] = event.iconTexture, ["times"] = {}, }; cache[event.iconTexture] = t; elseif event.iconTexture == 235465 then -- Harvest Festival and Pilgrims Bounty use the same icon... t = { ["name"] = event.title, ["icon"] = event.iconTexture, ["times"] = {}, }; cache[235466] = t; end tinsert(t.times, { ["start"] = time({ year=event.startTime.year, month=event.startTime.month, day=event.startTime.monthDay, hour=event.startTime.hour, minute=event.startTime.minute, }), ["end"] = time({ year=event.endTime.year, month=event.endTime.month, day=event.endTime.monthDay, hour=event.endTime.hour, minute=event.endTime.minute, }), ["startTime"] = event.startTime, ["endTime"] = event.endTime, }); end end end end end end end end return cache; end local texcoord = { 0.0, 0.7109375, 0.0, 0.7109375 }; local fields = { ["key"] = function(t) return "holidayID"; end, ["info"] = function(t) local info = GetHolidayCache()[t.holidayID]; if info then rawset(t, "info", info); return info; end return {}; end, ["name"] = function(t) return t.info.name; end, ["text"] = function(t) return t.info.name; end, ["icon"] = function(t) -- Use the custom icon if defined if L["HOLIDAY_ID_ICONS"][t.holidayID] then rawset(t, "icon", L["HOLIDAY_ID_ICONS"][t.holidayID]); return rawget(t, "icon"); end return t.holidayID == 235466 and 235465 or t.holidayID; end, ["texcoord"] = function(t) return not rawget(t, "icon") and texcoord; end, }; app.BaseHoliday = app.BaseObjectFields(fields, "BaseHoliday"); app.CreateHoliday = function(id, t) return setmetatable(constructor(id, t, "holidayID"), app.BaseHoliday); end end)(); -- Illusion Lib -- TODO: add caching for consistency/move to sub-item lib? (function() local GetIllusionLink = C_TransmogCollection.GetIllusionSourceInfo; local GetIllusionLink1002 = C_TransmogCollection.GetIllusionStrings; local fields = { ["key"] = function(t) return "illusionID"; end, ["filterID"] = function(t) return 103; end, ["text"] = function(t) if t.itemID then local name, link = GetItemInfo(t.itemID); if link then rawset(t, "name", name); name = "|cffff80ff[" .. name .. "]|r"; rawset(t, "link", link); rawset(t, "text", name); return name; end end return t.silentLink; end, ["name"] = function(t) return t.text; end, ["icon"] = function(t) return "Interface/ICONS/INV_Enchant_Disenchant"; end, ["link"] = function(t) if t.itemID then local name, link = GetItemInfo(t.itemID); if link then rawset(t, "name", name); name = "|cffff80ff[" .. name .. "]|r"; rawset(t, "link", link); rawset(t, "text", name); return link; end end end, ["collectible"] = function(t) return app.CollectibleIllusions; end, ["collected"] = function(t) return ATTAccountWideData.Illusions[t.illusionID]; end, ["silentLink"] = function(t) local link; if GetIllusionLink1002 then link = select(2, GetIllusionLink1002(t.illusionID)); else link = select(3, GetIllusionLink(t.illusionID)); end return link; end, }; app.BaseIllusion = app.BaseObjectFields(fields, "BaseIllusion"); app.CreateIllusion = function(id, t) return setmetatable(constructor(id, t, "illusionID"), app.BaseIllusion); end end)(); -- Instance Lib (function() local cache = app.CreateCache("instanceID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); local name, lore, _, _, _, icon, _, link = EJ_GetInstanceInfo(id); _t.name = name; _t.lore = lore; _t.icon = icon; _t.link = link; if field then return _t[field]; end end local fields = { ["key"] = function(t) return "instanceID"; end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo); end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["lore"] = function(t) return cache.GetCachedField(t, "lore", CacheInfo); end, ["link"] = function(t) return cache.GetCachedField(t, "link", CacheInfo); end, ["back"] = function(t) if app.CurrentMapID == t.mapID or (t.maps and contains(t.maps, app.CurrentMapID)) then return 1; end end, ["trackable"] = app.ReturnTrue, ["saved"] = function(t) return t.locks; end, ["locks"] = function(t) local locks = app.CurrentCharacter.Lockouts[t.name]; if locks then rawset(t, "locks", locks); return locks; end end, ["isLockoutShared"] = app.ReturnFalse, }; app.BaseInstance = app.BaseObjectFields(fields, "BaseInstance"); app.CreateInstance = function(id, t) return setmetatable(constructor(id, t, "instanceID"), app.BaseInstance); end end)(); -- Item Lib (function() -- TODO: Once Item information is stored in a single source table, this mechanism can reference that instead of using a cache table here local cache = app.CreateCache("modItemID"); -- Consolidated function to handle how many retries for information an Item may have local function HandleItemRetries(t) local _t, id = cache.GetCached(t); local retries = rawget(_t, "retries"); if retries then if retries > app.MaximumItemInfoRetries then local itemName = "Item #" .. tostring(id) .. "*"; rawset(_t, "title", L["FAILED_ITEM_INFO"]); rawset(_t, "link", nil); rawset(_t, "s", nil); -- print("itemRetriesMax",itemName,rawget(t, "retries")) -- save the "name" field in the source group to prevent further requests to the cache rawset(t, "name", itemName); return itemName; else rawset(_t, "retries", retries + 1); end else rawset(_t, "retries", 1); end end -- Consolidated function to cache available Item information local function RawSetItemInfoFromLink(t, link) local name, link, quality, _, _, _, _, _, _, icon, _, _, _, b = GetItemInfo(link); if link then --[[ -- Debug Prints local _t, id = cache.GetCached(t); print("rawset item info",id,link,name,quality,b) --]] t = cache.GetCached(t); rawset(t, "retries", nil); rawset(t, "name", name); rawset(t, "link", link); rawset(t, "icon", icon); rawset(t, "q", quality); if quality > 6 then -- heirlooms return as 1 but are technically BoE for our concern rawset(t, "b", 2); else rawset(t, "b", b); end return link; else HandleItemRetries(t); end end local function default_link(t) -- item already has a pre-determined itemLink so use that if t.rawlink then return RawSetItemInfoFromLink(t, t.rawlink); end -- need to 'create' a valid accurate link for this item local itemLink = t.itemID; if itemLink then local modID, bonusID; -- sometimes the raw itemID is actually a modItemID, so try splitting that here as a final adjustment itemLink, modID, bonusID = GetItemIDAndModID(itemLink); bonusID = t.bonusID or bonusID; modID = t.modID or modID; if not bonusID or bonusID < 1 then bonusID = nil; end if not modID or modID < 1 then modID = nil; end -- app.PrintDebug("default_link",itemLink,modID,bonusID) if bonusID and modID then itemLink = sformat("item:%d:::::::::::%d:1:%d:", itemLink, modID, bonusID); elseif bonusID then itemLink = sformat("item:%d::::::::::::1:%d:", itemLink, bonusID); elseif modID then -- bonusID 3524 seems to imply "use ModID to determine SourceID" since without it, everything with ModID resolves as the base SourceID from links itemLink = sformat("item:%d:::::::::::%d:1:3524:", itemLink, modID); else itemLink = sformat("item:%d:::::::::::::", itemLink); end -- save this link so it doesn't need to be built again rawset(t, "rawlink", itemLink); return RawSetItemInfoFromLink(t, itemLink); end end local function default_icon(t) return t.itemID and select(5, GetItemInfoInstant(t.itemID)) or "Interface\\Icons\\INV_Misc_QuestionMark"; end local function default_specs(t) return GetFixedItemSpecInfo(t.itemID); end local function default_costCollectibles(t) local results, id; local modItemID = t.modItemID; -- Search by modItemID if possible for accuracy if modItemID and modItemID ~= t.itemID then id = modItemID; results = app.SearchForField("itemIDAsCost", id); -- if app.DEBUG_PRINT then print("itemIDAsCost.modItemID",id,results and #results) end end -- If no results, search by itemID + modID only if different if not results then id = GetGroupItemIDWithModID(nil, t.itemID, t.modID); if id ~= modItemID then results = app.SearchForField("itemIDAsCost", id); -- if app.DEBUG_PRINT then print("itemIDAsCost.modID",id,results and #results) end end end -- If no results, search by plain itemID only if not results and t.itemID then id = t.itemID; results = app.SearchForField("itemIDAsCost", id); end if results and #results > 0 then -- not sure we need to copy these into another table -- app.PrintDebug("default_costCollectibles",t.hash,id,#results) return results; end return app.EmptyTable; end local itemFields = { ["key"] = function(t) return "itemID"; end, ["_cache"] = function(t) return cache; end, ["text"] = function(t) return t.link or t.name; end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", default_icon); end, ["link"] = function(t) return cache.GetCachedField(t, "link", default_link); end, ["name"] = function(t) return cache.GetCachedField(t, "name"); end, ["specs"] = function(t) return cache.GetCachedField(t, "specs", default_specs); end, ["retries"] = function(t) return cache.GetCachedField(t, "retries"); end, ["q"] = function(t) return cache.GetCachedField(t, "q"); end, ["b"] = function(t) return cache.GetCachedField(t, "b") or 2; end, ["title"] = function(t) return cache.GetCachedField(t, "title"); end, ["f"] = function(t) -- Unknown item type after Parser, so make sure we save the filter for later references rawset(t, "f", -1); return rawget(t, "f"); end, ["tsm"] = function(t) local itemLink = t.itemID; if itemLink then local bonusID = t.bonusID; if bonusID and bonusID > 0 then return sformat("i:%d:0:1:%d", itemLink, bonusID); --elseif t.modID then -- NOTE: At this time, TSM3 does not support modID. (RIP) --return sformat("i:%d:%d:1:3524", itemLink, t.modID); end return sformat("i:%d", itemLink); end end, ["repeatable"] = function(t) return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest"); end, ["modItemID"] = function(t) rawset(t, "modItemID", GetGroupItemIDWithModID(t) or t.itemID); return rawget(t, "modItemID"); end, ["indicatorIcon"] = app.GetQuestIndicator, ["trackableAsQuest"] = function(t) -- raw repeatable quests can't really be tracked since they immediately unflag return not rawget(t, "repeatable"); end, ["collectibleAsAchievement"] = function(t) return app.CollectibleAchievements; end, ["costCollectibles"] = function(t) return cache.GetCachedField(t, "costCollectibles", default_costCollectibles); end, ["collectibleAsCost"] = app.CollectibleAsCost, ["costsCount"] = function(t) if t.costCollectibles then return #t.costCollectibles; end end, ["collectibleAsFaction"] = function(t) return app.CollectibleReputations; end, ["collectibleAsFactionOrQuest"] = function(t) return app.CollectibleReputations or t.collectibleAsQuest; end, ["collectibleAsTransmog"] = function(t) return app.CollectibleTransmog; end, ["collectibleAsQuest"] = app.CollectibleAsQuest, ["collectedAsQuest"] = IsQuestFlaggedCompletedForObject, ["lockedAsQuest"] = app.LockedAsQuest, ["collectedAsFaction"] = function(t) if t.factionID then if t.repeatable then -- This is used by reputation tokens. (turn in items) -- quick cache checks if app.CurrentCharacter.Factions[t.factionID] then return 1; end if app.AccountWideReputations and ATTAccountWideData.Factions[t.factionID] then return 2; end -- use the extended faction logic from the associated Faction for consistency local cachedFaction = app.SearchForObject("factionID", t.factionID); if cachedFaction then return cachedFaction.collected; end -- otherwise move on to the basic logic if select(3, GetFactionInfoByID(t.factionID)) == 8 then app.CurrentCharacter.Factions[t.factionID] = 1; ATTAccountWideData.Factions[t.factionID] = 1; return 1; end else -- This is used for the Grand Commendations unlocking Bonus Reputation if ATTAccountWideData.FactionBonus[t.factionID] then return 1; end if select(15, GetFactionInfoByID(t.factionID)) then ATTAccountWideData.FactionBonus[t.factionID] = 1; return 1; end end end end, ["collectedAsFactionOrQuest"] = function(t) return t.collectedAsFaction or t.collectedAsQuest; end, ["collectedAsTransmog"] = function(t) return ATTAccountWideData.Sources[rawget(t, "s")]; end, ["savedAsQuest"] = function(t) return IsQuestFlaggedCompleted(t.questID); end, }; app.BaseItem = app.BaseObjectFields(itemFields, "BaseItem"); local fields = RawCloneData(itemFields); fields.collectible = itemFields.collectibleAsAchievement; fields.collected = itemFields.collectedAsAchievement; app.BaseItemWithAchievementID = app.BaseObjectFields(fields, "BaseItemWithAchievementID"); local fields = RawCloneData(itemFields); fields.collectible = itemFields.collectibleAsFaction; fields.collected = itemFields.collectedAsFaction; app.BaseItemWithFactionID = app.BaseObjectFields(fields, "BaseItemWithFactionID"); local fields = RawCloneData(itemFields); fields.collectible = itemFields.collectibleAsQuest; fields.collected = itemFields.collectedAsQuest; fields.trackable = itemFields.trackableAsQuest; fields.saved = itemFields.savedAsQuest; fields.locked = itemFields.lockedAsQuest; app.BaseItemWithQuestID = app.BaseObjectFields(fields, "BaseItemWithQuestID"); local fields = RawCloneData(itemFields); fields.collectible = itemFields.collectibleAsFactionOrQuest; fields.collected = itemFields.collectedAsFactionOrQuest; fields.trackable = itemFields.trackableAsQuest; fields.saved = itemFields.savedAsQuest; fields.locked = itemFields.lockedAsQuest; app.BaseItemWithQuestIDAndFactionID = app.BaseObjectFields(fields, "BaseItemWithQuestIDAndFactionID"); local fields = RawCloneData(itemFields); fields.collectible = function(t) return app.CollectibleTransmog; end fields.collected = function(t) if t.itemID then if GetItemCount(t.itemID, true) > 0 then app.CurrentCharacter.CommonItems[t.itemID] = 1; ATTAccountWideData.CommonItems[t.itemID] = 1; return 1; elseif app.CurrentCharacter.CommonItems[t.itemID] == 1 then app.CurrentCharacter.CommonItems[t.itemID] = nil; ATTAccountWideData.CommonItems[t.itemID] = nil; for guid,characterData in pairs(ATTCharacterData) do if characterData.CommonItems and characterData.CommonItems[t.itemID] then ATTAccountWideData.CommonItems[t.itemID] = 1; end end end if ATTAccountWideData.CommonItems[t.itemID] then return 2; end end end app.BaseCommonItem = app.BaseObjectFields(fields, "BaseCommonItem"); -- Appearance Lib (Item Source) local fields = RawCloneData(itemFields); fields.key = function(t) return "s"; end; -- TODO: if PL filter is ever a thing investigate https://wowpedia.fandom.com/wiki/API_C_TransmogCollection.PlayerCanCollectSource fields.collectible = itemFields.collectibleAsTransmog; fields.collected = itemFields.collectedAsTransmog; app.BaseItemSource = app.BaseObjectFields(fields, "BaseItemSource"); app.CreateItemSource = function(sourceID, itemID, t) t = setmetatable(constructor(sourceID, t, "s"), app.BaseItemSource); t.itemID = itemID; return t; end app.CreateItem = function(id, t) if t then if rawget(t, "s") then return setmetatable(constructor(id, t, "itemID"), app.BaseItemSource); elseif rawget(t, "factionID") then if rawget(t, "questID") then return setmetatable(constructor(id, t, "itemID"), app.BaseItemWithQuestIDAndFactionID); else return setmetatable(constructor(id, t, "itemID"), app.BaseItemWithFactionID); end elseif rawget(t, "questID") then return setmetatable(constructor(id, t, "itemID"), app.BaseItemWithQuestID); elseif rawget(t, "achID") then rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID")); return setmetatable(constructor(id, t, "itemID"), app.BaseItemWithAchievementID); end end return setmetatable(constructor(id, t, "itemID"), app.BaseItem); end -- Runeforge Legendary Lib (function() -- copy base Item fields local fields = RawCloneData(itemFields); -- Runeforge Legendary differences local C_LegendaryCrafting_GetRuneforgePowerInfo = C_LegendaryCrafting.GetRuneforgePowerInfo; fields.key = function(t) return "runeforgePowerID"; end; fields.collectible = function(t) return app.CollectibleRuneforgeLegendaries; end; fields.collectibleAsCost = app.ReturnFalse; fields.collected = function(t) local rfID = t.runeforgePowerID; -- account-wide collected if ATTAccountWideData.RuneforgeLegendaries[rfID] then return 1; end -- fresh collected local state = (C_LegendaryCrafting_GetRuneforgePowerInfo(rfID) or app.EmptyTable).state; if state == 0 then ATTAccountWideData.RuneforgeLegendaries[rfID] = 1; return 1; end end; fields.lvl = function(t) return 60; end; app.BaseRuneforgeLegendary = app.BaseObjectFields(fields, "BaseRuneforgeLegendary"); app.CreateRuneforgeLegendary = function(id, t) return setmetatable(constructor(id, t, "runeforgePowerID"), app.BaseRuneforgeLegendary); end end)(); -- Conduit Lib (function() local C_Soulbinds_GetConduitCollectionData = C_Soulbinds.GetConduitCollectionData; -- copy base Item fields local fields = RawCloneData(itemFields); -- Conduit differences fields.key = function(t) return "conduitID"; end; fields.collectible = function(t) return app.CollectibleConduits; end; fields.collectibleAsCost = app.ReturnFalse; fields.collected = function(t) local cID = t.conduitID; -- character collected if app.CurrentCharacter.Conduits[cID] then return 1; end -- account-wide collected if app.AccountWideConduits and ATTAccountWideData.Conduits[cID] then return 2; end -- fresh collected local state = C_Soulbinds_GetConduitCollectionData(cID); if state ~= nil then app.CurrentCharacter.Conduits[cID] = 1; ATTAccountWideData.Conduits[cID] = 1; return 1; end end; fields.lvl = function(t) return 60; end; app.BaseConduit = app.BaseObjectFields(fields, "BaseConduit"); app.CreateConduit = function(id, t) return setmetatable(constructor(id, t, "conduitID"), app.BaseConduit); end end)(); -- Heirloom Lib (function() local C_Heirloom_GetHeirloomInfo = C_Heirloom.GetHeirloomInfo; local C_Heirloom_GetHeirloomLink = C_Heirloom.GetHeirloomLink; local C_Heirloom_PlayerHasHeirloom = C_Heirloom.PlayerHasHeirloom; local C_Heirloom_GetHeirloomMaxUpgradeLevel = C_Heirloom.GetHeirloomMaxUpgradeLevel; local heirloomIDs = {}; local fields = { ["key"] = function(t) return "heirloomUnlockID"; end, ["text"] = function(t) return L["HEIRLOOM_TEXT"]; end, ["icon"] = function(t) return "Interface/ICONS/Achievement_GuildPerk_WorkingOvertime_Rank2"; end, ["description"] = function(t) return L["HEIRLOOM_TEXT_DESC"]; end, ["collectible"] = function(t) return app.CollectibleHeirlooms; end, ["saved"] = function(t) return C_Heirloom_PlayerHasHeirloom(t.heirloomUnlockID); end, ["trackable"] = app.ReturnTrue, }; fields.collected = fields.saved; app.BaseHeirloomUnlocked = app.BaseObjectFields(fields, "BaseHeirloomUnlocked"); local armorTextures = { "Interface/ICONS/INV_Icon_HeirloomToken_Armor01", "Interface/ICONS/INV_Icon_HeirloomToken_Armor02", "Interface/ICONS/Inv_leather_draenordungeon_c_01shoulder", "Interface/ICONS/inv_mail_draenorquest90_b_01shoulder", "Interface/ICONS/inv_leather_warfrontsalliance_c_01_shoulder" }; local weaponTextures = { "Interface/ICONS/INV_Icon_HeirloomToken_Weapon01", "Interface/ICONS/INV_Icon_HeirloomToken_Weapon02", "Interface/ICONS/inv_weapon_shortblade_112", "Interface/ICONS/inv_weapon_shortblade_111", "Interface/ICONS/inv_weapon_shortblade_102", }; local isWeapon = { 20, 29, 28, 21, 22, 23, 24, 25, 26, 50, 57, 34, 35, 27, 33, 32, 31 }; local fields = { ["key"] = function(t) return "heirloomLevelID"; end, ["level"] = function(t) return 1; end, ["text"] = function(t) return "Upgrade Level " .. t.level; end, ["icon"] = function(t) return t.isWeapon and weaponTextures[t.level] or armorTextures[t.level]; end, ["description"] = function(t) return L["HEIRLOOMS_UPGRADES_DESC"]; end, ["collectible"] = function(t) return app.CollectibleHeirlooms and app.CollectibleHeirloomUpgrades; end, ["saved"] = function(t) local itemID = t.heirloomLevelID; if itemID then if t.level <= (ATTAccountWideData.HeirloomRanks[itemID] or 0) then return true; end local level = select(5, C_Heirloom_GetHeirloomInfo(itemID)); if level then ATTAccountWideData.HeirloomRanks[itemID] = level; if t.level <= level then return true; end end end end, ["trackable"] = app.ReturnTrue, ["isWeapon"] = function(t) if t.f and contains(isWeapon, t.f) then rawset(t, "isWeapon", true); return true; end rawset(t, "isWeapon", false); return false; end, }; fields.collected = fields.saved; app.BaseHeirloomLevel = app.BaseObjectFields(fields, "BaseHeirloomLevel"); -- copy base Item fields -- TODO: heirlooms need to cache item information as well local fields = RawCloneData(itemFields); fields.icon = function(t) return select(4, C_Heirloom_GetHeirloomInfo(t.itemID)) or select(5, GetItemInfoInstant(t.itemID)); end fields.link = function(t) return C_Heirloom_GetHeirloomLink(t.itemID) or select(2, GetItemInfo(t.itemID)); end fields.collectibleAsCost = app.ReturnFalse; fields.collectible = function(t) -- Heirloom Token for a Reputation if t.factionID and app.CollectibleReputations then return true; end -- Heirloom Appearance if t.s and app.CollectibleTransmog then return true; end -- Otherwise the Heirloom Item itself is not inherently collectible end fields.collected = function(t) if t.factionID then if t.repeatable then return (app.CurrentCharacter.Factions[t.factionID] and 1) or (ATTAccountWideData.Factions[t.factionID] and 2); else -- This is used for the Grand Commendations unlocking Bonus Reputation if ATTAccountWideData.FactionBonus[t.factionID] then return 1; end if select(15, GetFactionInfoByID(t.factionID)) then ATTAccountWideData.FactionBonus[t.factionID] = 1; return 1; end end end if t.s and ATTAccountWideData.Sources[t.s] then return 1; end if t.itemID and C_Heirloom_PlayerHasHeirloom(t.itemID) then return 1; end end fields.saved = function(t) return t.collected == 1; end fields.isWeapon = function(t) local f = t.f; if f and contains(isWeapon, f) then rawset(t, "isWeapon", true); return true; end rawset(t, "isWeapon", false); return false; end fields.g = function(t) -- unlocking the heirloom is the only thing contained in the heirloom if C_Heirloom_GetHeirloomMaxUpgradeLevel(t.itemID) then rawset(t, "g", { setmetatable({ ["heirloomUnlockID"] = t.itemID, ["u"] = t.u }, app.BaseHeirloomUnlocked) }); return rawget(t, "g"); end end app.BaseHeirloom = app.BaseObjectFields(fields, "BaseHeirloom"); app.CreateHeirloom = function(id, t) tinsert(heirloomIDs, id); if t then -- Heirlooms are always BoA t.b = 2; end return setmetatable(constructor(id, t, "itemID"), app.BaseHeirloom); end -- Will retrieve all the cached entries by itemID for existing heirlooms and generate their -- upgrade levels into the respective upgrade tokens app.CacheHeirlooms = function() -- app.PrintDebug("CacheHeirlooms",#heirloomIDs) if #heirloomIDs < 1 then return; end -- setup the armor tokens which will contain the upgrades for the heirlooms local armorTokens = { app.CreateItem(187997), -- Eternal Heirloom Armor Casing app.CreateItem(167731), -- Battle-Hardened Heirloom Armor Casing app.CreateItem(151614), -- Weathered Heirloom Armor Casing app.CreateItem(122340), -- Timeworn Heirloom Armor Casing app.CreateItem(122338), -- Ancient Heirloom Armor Casing }; local weaponTokens = { app.CreateItem(187998), -- Eternal Heirloom Scabbard app.CreateItem(167732), -- Battle-Hardened Heirloom Scabbard app.CreateItem(151615), -- Weathered Heirloom Scabbard app.CreateItem(122341), -- Timeworn Heirloom Scabbard app.CreateItem(122339), -- Ancient Heirloom Scabbard }; -- cache the heirloom upgrade tokens for i,item in ipairs(armorTokens) do item.g = {}; end for i,item in ipairs(weaponTokens) do item.g = {}; end -- for each cached heirloom, push a copy of itself with respective upgrade level under the respective upgrade token local heirloom, upgrades, isWeapon; local uniques = {}; for _,itemID in ipairs(heirloomIDs) do if not uniques[itemID] then uniques[itemID] = true; heirloom = app.SearchForObject("itemID", itemID); if heirloom then upgrades = C_Heirloom_GetHeirloomMaxUpgradeLevel(itemID); if upgrades then isWeapon = heirloom.isWeapon; local heirloomHeader; for i=1,upgrades,1 do -- Create a non-collectible version of the heirloom item itself to hold the upgrade within the token heirloomHeader = CloneData(heirloom); heirloomHeader.collectible = false; -- put the upgrade object into the header heirloom object heirloomHeader.g = { setmetatable({ ["level"] = i, ["heirloomLevelID"] = itemID, ["u"] = heirloom.u }, app.BaseHeirloomLevel) }; -- add the header into the appropriate upgrade token if isWeapon then tinsert(weaponTokens[upgrades + 1 - i].g, heirloomHeader); else tinsert(armorTokens[upgrades + 1 - i].g, heirloomHeader); end end end end end end -- build groups for each upgrade token -- and copy the set of upgrades into the cached versions of the upgrade tokens so they therefore exist in the main list -- where the sources of the upgrade tokens exist local cachedTokenGroups; for i,item in ipairs(armorTokens) do cachedTokenGroups = app.SearchForField("itemID", item.itemID); for _,token in ipairs(cachedTokenGroups) do -- ensure the tokens do not have a modID attached token.modID = nil; token.modItemID = nil; if not token.sym then for _,heirloom in ipairs(item.g) do NestObject(token, heirloom, true); end BuildGroups(token, token.g); end end end for i,item in ipairs(weaponTokens) do cachedTokenGroups = app.SearchForField("itemID", item.itemID); for _,token in ipairs(cachedTokenGroups) do -- ensure the tokens do not have a modID attached token.modID = nil; token.modItemID = nil; if not token.sym then for _,heirloom in ipairs(item.g) do NestObject(token, heirloom, true); end BuildGroups(token, token.g); end end end wipe(heirloomIDs); end end)(); -- Toy Lib (function() -- copy base Item fields local fields = RawCloneData(itemFields); fields.filterID = function(t) return 102; end fields.collectible = function(t) return app.CollectibleToys; end fields.collected = function(t) return ATTAccountWideData.Toys[t.itemID]; end fields.tsm = function(t) return sformat("i:%d", t.itemID); end fields.isToy = app.ReturnTrue; fields.toyID = function(t) return t.itemID; end app.BaseToy = app.BaseObjectFields(fields, "BaseToy"); app.CreateToy = function(id, t) return setmetatable(constructor(id, t, "itemID"), app.BaseToy); end end)(); local HarvestedItemDatabase; local C_Item_GetItemInventoryTypeByID = C_Item.GetItemInventoryTypeByID; local itemHarvesterFields = RawCloneData(itemFields); itemHarvesterFields.visible = app.ReturnTrue; itemHarvesterFields.collectible = app.ReturnTrue; itemHarvesterFields.collected = app.ReturnFalse; itemHarvesterFields.text = function(t) -- delayed localization since ATT's globals don't exist when this logic is processed on load if not HarvestedItemDatabase then HarvestedItemDatabase = LocalizeGlobal("AllTheThingsHarvestItems", true); end local link = t.link; if link then local itemName, itemLink, itemQuality, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemTexture, sellPrice, classID, subclassID, bindType, expacID, setID, isCraftingReagent = GetItemInfo(link); if itemName then local spellName, spellID; -- Recipe or Mount, grab the spellID if possible if classID == LE_ITEM_CLASS_RECIPE or (classID == LE_ITEM_CLASS_MISCELLANEOUS and subclassID == LE_ITEM_MISCELLANEOUS_MOUNT) then spellName, spellID = GetItemSpell(t.itemID); -- print("Recipe/Mount",classID,subclassID,spellName,spellID); if spellName == "Learning" then spellID = nil; end -- RIP. end setmetatable(t, app.BaseItemTooltipHarvester); local info = { ["name"] = itemName, ["itemID"] = t.itemID, ["equippable"] = itemEquipLoc and itemEquipLoc ~= "" and true or false, ["class"] = classID, ["subclass"] = subclassID, ["inventoryType"] = C_Item_GetItemInventoryTypeByID(t.itemID), ["b"] = bindType, ["q"] = itemQuality, ["iLvl"] = itemLevel, ["spellID"] = spellID, }; if itemMinLevel and itemMinLevel > 0 then info.lvl = itemMinLevel; end if info.inventoryType == 0 then info.inventoryType = nil; end if not app.IsBoP(info) then info.b = nil; end if info.q and info.q < 1 then info.q = nil; end if info.iLvl and info.iLvl < 2 then info.iLvl = nil; end -- can debug output for tooltip harvesting -- if t.itemID == 141038 then -- info._debug = true; -- end t.itemType = itemType; t.itemSubType = itemSubType; t.info = info; t.retries = nil; HarvestedItemDatabase[t.itemID] = info; return link; end end local name = t.name; -- retries exceeded, so check the raw .name on the group (gets assigned when retries exceeded during cache attempt) if name then rawset(t, "collected", true); end return name; end app.BaseItemHarvester = app.BaseObjectFields(itemHarvesterFields, "BaseItemHarvester"); local ItemHarvester = CreateFrame("GameTooltip", "ATTItemHarvester", UIParent, "GameTooltipTemplate"); local itemTooltipHarvesterFields = RawCloneData(itemHarvesterFields); itemTooltipHarvesterFields.text = function(t) local link = t.link; if link then ItemHarvester:SetOwner(UIParent,"ANCHOR_NONE") ItemHarvester:SetHyperlink(link); -- a way to capture when the tooltip is giving information about something that is NOT the current ItemID local isSubItem, craftName; local lineCount = ItemHarvester:NumLines(); if ATTItemHarvesterTextLeft1:GetText() and ATTItemHarvesterTextLeft1:GetText() ~= RETRIEVING_DATA and lineCount > 0 then -- local debugPrint = t.info._debug; -- if debugPrint then print("Item Info:",t.info.itemID) end for index=1,lineCount,1 do local line = _G["ATTItemHarvesterTextLeft" .. index] or _G["ATTItemHarvesterText" .. index]; if line then local text = line:GetText(); if text then -- sub items within recipe tooltips show this text, need to wait until it loads if text == RETRIEVING_ITEM_INFO then t.info.retries = (t.info.retries or 0) + 1; -- 30 attempts to load the sub-item, otherwise just continue parsing tooltip without it if t.info.retries < 30 then return RETRIEVING_DATA; end app.PrintDebug("Failed loading sub-item for",t.info.itemID) end -- pull the "Recipe Type: Recipe Name" out if it matches if index == 1 then -- if debugPrint then -- print("line match",text:match("^[^:]+:%s*([^:]+)$")) -- end craftName = text:match("^[^:]+:%s*([^:]+)$"); if craftName then -- whitespace search... recipes have whitespace and then a sub-item craftName = "^%s+"; end -- use this name to check that the Item it creates may be listed underneath, by finding whitespace after a matching recipe name elseif craftName and text:match(craftName) then -- if debugPrint then -- print("subitem",t.info.itemID,craftName) -- end isSubItem = true; -- leave the sub-item info when reaching the 'Requires' portion of the parent item tooltip elseif isSubItem and text:match("^Requires") then -- if debugPrint then -- print("leaving subitem",t.info.itemID,craftName) -- end -- leaving the sub-item tooltip when encountering 'Requires ' isSubItem = nil; end if not isSubItem then -- if debugPrint then print(text) end if string.find(text, "Classes: ") then local classes = {}; local _,list = strsplit(":", text); for i,s in ipairs({strsplit(",", list)}) do tinsert(classes, app.ClassDB[strtrim(s)]); end if #classes > 0 then t.info.classes = classes; end elseif string.find(text, "Races: ") then local _,list = strsplit(":", text); local raceNames = {strsplit(",", list)}; if raceNames then local races = {}; for _,s in ipairs(raceNames) do local race = app.RaceDB[strtrim(s)]; if not race then print("Unknown Race",t.info.itemID,strtrim(s)) elseif type(race) == "number" then tinsert(races, race); else -- Pandaren for _,panda in pairs(race) do tinsert(races, panda); end end end if #races > 0 then t.info.races = races; end else print("Empty Races",t.info.itemID) end elseif string.find(text, " Only") then local faction,list,c = strsplit(" ", text); if not c then faction = strtrim(faction); if faction == "Alliance" then t.info.races = app.FACTION_RACES[1]; elseif faction == "Horde" then t.info.races = app.FACTION_RACES[2]; else print("Unknown Faction",t.info.itemID,faction); end end elseif string.find(text, "Requires") and not string.find(text, "Level") and not string.find(text, "Riding") then local c = strsub(text, 1, 1); if c ~= " " and c ~= "\t" and c ~= "\n" and c ~= "\r" then text = strsub(strtrim(text), 9); if string.find(text, "-") then local faction,replevel = strsplit("-", text); t.info.minReputation = { app.GetFactionIDByName(faction), app.GetFactionStandingThresholdFromString(replevel) }; else if string.find(text, "%(") then if t.info.requireSkill then -- If non-specialization skill is already assigned, skip this part. text = nil; else text = strsplit("(", text); end end if text then local spellName = strtrim(text); if string.find(spellName, "Outland ") then spellName = strsub(spellName, 9); elseif string.find(spellName, "Northrend ") then spellName = strsub(spellName, 11); elseif string.find(spellName, "Cataclysm ") then spellName = strsub(spellName, 11); elseif string.find(spellName, "Pandaria ") then spellName = strsub(spellName, 10); elseif string.find(spellName, "Draenor ") then spellName = strsub(spellName, 9); elseif string.find(spellName, "Legion ") then spellName = strsub(spellName, 8); elseif string.find(spellName, "Kul Tiran ") then spellName = strsub(spellName, 11); elseif string.find(spellName, "Zandalari ") then spellName = strsub(spellName, 11); elseif string.find(spellName, "Shadowlands ") then spellName = strsub(spellName, 13); elseif string.find(spellName, "Classic ") then spellName = strsub(spellName, 9); end if spellName == "Herbalism" then spellName = "Herb Gathering"; end spellName = strtrim(spellName); local spellID = app.SpellNameToSpellID[spellName]; if spellID then local skillID = app.SpellIDToSkillID[spellID]; if skillID then t.info.requireSkill = skillID; elseif spellName == "Pick Pocket" then -- Do nothing, for now. elseif spellName == "Warforged Nightmare" then -- Do nothing, for now. else print("Unknown Skill",t.info.itemID, text, "'" .. spellName .. "'"); end elseif spellName == "Previous Rank" then -- Do nothing elseif spellName == "" then -- Do nothing elseif spellName == "Brewfest" then -- Do nothing, yet. elseif spellName == "Call of the Scarab" then -- Do nothing, yet. elseif spellName == "Children's Week" then -- Do nothing, yet. elseif spellName == "Darkmoon Faire" then -- Do nothing, yet. elseif spellName == "Day of the Dead" then -- Do nothing, yet. elseif spellName == "Feast of Winter Veil" then -- Do nothing, yet. elseif spellName == "Hallow's End" then -- Do nothing, yet. elseif spellName == "Love is in the Air" then -- Do nothing, yet. elseif spellName == "Lunar Festival" then -- Do nothing, yet. elseif spellName == "Midsummer Fire Festival" then -- Do nothing, yet. elseif spellName == "Moonkin Festival" then -- Do nothing, yet. elseif spellName == "Noblegarden" then -- Do nothing, yet. elseif spellName == "Pilgrim's Bounty" then -- Do nothing, yet. elseif spellName == "Un'Goro Madness" then -- Do nothing, yet. elseif spellName == "Thousand Boat Bash" then -- Do nothing, yet. elseif spellName == "Glowcap Festival" then -- Do nothing, yet. elseif spellName == "Battle Pet Training" then -- Do nothing. elseif spellName == "Lockpicking" then -- Do nothing. elseif spellName == "Luminous Luminaries" then -- Do nothing. elseif spellName == "Pick Pocket" then -- Do nothing. elseif spellName == "WoW's 14th Anniversary" then -- Do nothing. elseif spellName == "WoW's 13th Anniversary" then -- Do nothing. elseif spellName == "WoW's 12th Anniversary" then -- Do nothing. elseif spellName == "WoW's 11th Anniversary" then -- Do nothing. elseif spellName == "WoW's 10th Anniversary" then -- Do nothing. elseif spellName == "WoW's Anniversary" then -- Do nothing. elseif spellName == "level 1 to 29" then -- Do nothing. elseif spellName == "level 1 to 39" then -- Do nothing. elseif spellName == "level 1 to 44" then -- Do nothing. elseif spellName == "level 1 to 49" then -- Do nothing. elseif spellName == "Unknown" then -- Do nothing. elseif spellName == "Open" then -- Do nothing. elseif string.find(spellName, " specialization") then -- Do nothing. elseif string.find(spellName, ": ") then -- Do nothing. else print("Unknown Spell",t.info.itemID, text, "'" .. spellName .. "'"); end end end end end end end end end -- if debugPrint then print("---") end t.info.retries = nil; rawset(t, "text", link); rawset(t, "collected", true); end ItemHarvester:Hide(); return link; end end app.BaseItemTooltipHarvester = app.BaseObjectFields(itemTooltipHarvesterFields, "BaseItemTooltipHarvester"); app.CreateItemHarvester = function(id, t) return setmetatable(constructor(id, t, "itemID"), app.BaseItemHarvester); end -- Imports the raw information from the rawlink into the specified group app.ImportRawLink = function(group, rawlink) rawlink = rawlink and string.match(rawlink, "item[%-?%d:]+"); if rawlink and group then group.rawlink = rawlink; local _, linkItemID, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, specializationID, upgradeId, modID, bonusCount, bonusID1 = strsplit(":", rawlink); if linkItemID then -- app.PrintDebug("ImportRawLink",rawlink,linkItemID,modID,bonusCount,bonusID1); -- set raw fields in the group based on the link group.itemID = tonumber(linkItemID); group.modID = modID and tonumber(modID) or nil; -- only set the bonusID if there is actually bonusIDs indicated if (tonumber(bonusCount) or 0) > 0 then -- Don't use bonusID 3524 as an actual bonusID local b = bonusID1 and tonumber(bonusID1) or nil; if b ~= 3524 then group.bonusID = b; end end group.modItemID = nil; -- does this link also have a sourceID? local s = GetSourceID(rawlink); -- print("s",s) if s then group.s = s; end -- if app.DEBUG_PRINT then app.PrintTable(group) end end end end -- Adds necessary SourceID information for Item data into the Harvest variable app.SaveHarvestSource = function(data) local s, itemID = data.s, data.itemID; if s and itemID then local item = AllTheThingsHarvestItems[itemID]; if not item then item = {}; -- print("NEW SOURCE ID!",data.text,s,itemID); AllTheThingsHarvestItems[itemID] = item; end local bonusID = data.bonusID; if bonusID then local bonuses = item.bonuses; if not bonuses then bonuses = {}; item.bonuses = bonuses; end bonuses[bonusID] = s; else local mods = item.mods; if not mods then mods = {}; item.mods = mods; end mods[data.modID or 0] = s; end end end -- Refines a set of items down to the most-accurate matches to the provided modItemID -- The sets of items will be returned based on their respective match depth to the given modItemID -- Ex: { [1] = { { ItemID }, { ItemID2 } }, [2] = { { ModID } }, [3] = { { BonusID } } } app.GroupBestMatchingItems = function(items, modItemID) if not items or #items == 0 then return; end -- print("refining",#items,"by depth to",modItemID) -- local i, m, b = GetItemIDAndModID(modItemID); local refinedBuckets, GetDepth, depth = {}, app.ItemMatchDepth; for _,item in ipairs(items) do depth = GetDepth(item, modItemID); if depth then -- print("added refined item",depth,item.modItemID,item.key,item.key and item[item.key]) if refinedBuckets[depth] then tinsert(refinedBuckets[depth], item) else refinedBuckets[depth] = { item }; end end end return refinedBuckets; end -- Returns the depth at which a given Item matches the provided modItemID -- 1 = ItemID, 2 = ModID, 3 = BonusID app.ItemMatchDepth = function(item, modItemID) if not item or not item.itemID then return; end local i, m, b = GetItemIDAndModID(modItemID); local depth = 0; if item.itemID == i then depth = depth + 1; if item.modID == m then depth = depth + 1; if item.bonusID == b then depth = depth + 1; end end end return depth; end end)(); -- Map Lib (function() local C_Map_GetMapLevels = C_Map.GetMapLevels; local C_Map_GetBestMapForUnit = C_Map.GetBestMapForUnit; app.GetCurrentMapID = function() local uiMapID = C_Map_GetBestMapForUnit("player"); if uiMapID then local map = C_Map_GetMapInfo(uiMapID); if map then local ZONE_TEXT_TO_MAP_ID = app.L["ZONE_TEXT_TO_MAP_ID"]; local real = GetRealZoneText(); local otherMapID = real and ZONE_TEXT_TO_MAP_ID[real]; if otherMapID then uiMapID = otherMapID; else local zone = GetSubZoneText(); if zone then otherMapID = ZONE_TEXT_TO_MAP_ID[zone]; if otherMapID then uiMapID = otherMapID; end end end end -- print("Current UI Map ID: ", uiMapID); -- if entering an instance, clear the search Cache so that proper difficulty tooltips are re-generated if IsInInstance() then wipe(searchCache); end app.CurrentMapID = uiMapID; end return uiMapID; end app.GetMapName = function(mapID) if mapID and mapID > 0 then local info = C_Map_GetMapInfo(mapID); return (info and info.name) or ("Map ID #" .. mapID); else return "Map ID #???"; end end local mapFields = { ["key"] = function(t) return "mapID"; end, ["name"] = function(t) return t.creatureID and app.NPCNameFromID[t.creatureID] or app.GetMapName(t.mapID); end, ["icon"] = function(t) return t.creatureID and L["HEADER_ICONS"][t.creatureID] or app.asset("Category_Zones"); end, ["back"] = function(t) if app.CurrentMapID == t.mapID or (t.maps and contains(t.maps, app.CurrentMapID)) then return 1; end end, ["lvl"] = function(t) return C_Map_GetMapLevels(t.mapID); end, ["iconForAchievement"] = function(t) return t.achievementID and select(10, GetAchievementInfo(t.achievementID)) or app.asset("Category_Zones"); end, ["linkForAchievement"] = function(t) return GetAchievementLink(t.achievementID); end, }; app.BaseMap = app.BaseObjectFields(mapFields, "BaseMap"); local fields = RawCloneData(mapFields); fields.icon = mapFields.iconForAchievement; fields.link = mapFields.linkForAchievement; app.BaseMapWithAchievementID = app.BaseObjectFields(fields, "BaseMapWithAchievementID"); app.CreateMap = function(id, t) t = constructor(id, t, "mapID"); if rawget(t, "achID") then rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID")); t = setmetatable(t, app.BaseMapWithAchievementID); else t = setmetatable(t, app.BaseMap); end return t; end app.CreateMapWithStyle = function(id) local mapObject = app.CreateMap(id, { progress = 0, total = 0 }); for _,data in ipairs(fieldCache["mapID"][id] or {}) do if data.mapID and data.icon then mapObject.text = data.text; mapObject.icon = data.icon; mapObject.lvl = data.lvl; mapObject.lore = data.lore; mapObject.description = data.description; break; end end if not mapObject.text then local mapInfo = C_Map_GetMapInfo(id); if mapInfo then mapObject.text = mapInfo.name; end end return mapObject; end app.events.ZONE_CHANGED_INDOORS = function() app.GetCurrentMapID(); end app.events.ZONE_CHANGED_NEW_AREA = function() app.GetCurrentMapID(); end app:RegisterEvent("ZONE_CHANGED_INDOORS"); app:RegisterEvent("ZONE_CHANGED_NEW_AREA"); end)(); -- Mount Lib (function() local C_MountJournal_GetMountInfoExtraByID = C_MountJournal.GetMountInfoExtraByID; local C_MountJournal_GetMountInfoByID = C_MountJournal.GetMountInfoByID; local C_MountJournal_GetMountIDs = C_MountJournal.GetMountIDs; local GetSpellInfo = GetSpellInfo; local GetSpellLink = GetSpellLink; local SpellIDToMountID = setmetatable({}, { __index = function(t, id) local allMountIDs = C_MountJournal_GetMountIDs(); if allMountIDs and #allMountIDs > 0 then local spellID; for i,mountID in ipairs(allMountIDs) do spellID = select(2, C_MountJournal_GetMountInfoByID(mountID)); if spellID then rawset(t, spellID, mountID); end end setmetatable(t, nil); return rawget(t, id); end end }); local cache = app.CreateCache("spellID"); local function CacheInfo(t, field) local itemID = t.itemID; local _t, id = cache.GetCached(t); local mountID = SpellIDToMountID[id]; if mountID then local displayID, lore = C_MountJournal_GetMountInfoExtraByID(mountID); _t.displayID = displayID; _t.lore = lore; _t.name = C_MountJournal_GetMountInfoByID(mountID); _t.mountID = mountID; end local name, _, icon = GetSpellInfo(id); if name then _t.text = "|cffb19cd9"..name.."|r"; _t.icon = icon; end if itemID then local itemName = select(2, GetItemInfo(itemID)); -- item info might not be available on first request, so don't cache the data if itemName then _t.link = itemName; end else _t.link = GetSpellLink(id); end if field then return _t[field]; end end local function default_costCollectibles(t) local id = t.itemID; if id then local results = app.SearchForField("itemIDAsCost", id); if results and #results > 0 then -- app.PrintDebug("default_costCollectibles",t.hash,id,#results) return results; end end return app.EmptyTable; end local mountFields = { ["key"] = function(t) return "spellID"; end, ["_cache"] = function(t) return cache; end, ["text"] = function(t) return cache.GetCachedField(t, "text", CacheInfo); end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo); end, ["link"] = function(t) return cache.GetCachedField(t, "link", CacheInfo); end, ["filterID"] = function(t) return 100; end, ["collectible"] = function(t) return app.CollectibleMounts; end, ["costCollectibles"] = function(t) return cache.GetCachedField(t, "costCollectibles", default_costCollectibles); end, ["collectibleAsCost"] = app.CollectibleAsCost, ["collected"] = function(t) if ATTAccountWideData.Spells[t.spellID] then return 1; end if app.IsSpellKnownHelper(t.spellID) or (t.questID and IsQuestFlaggedCompleted(t.questID)) then ATTAccountWideData.Spells[t.spellID] = 1; return 1; end end, ["b"] = function(t) return (t.parent and t.parent.b) or 1; end, ["mountID"] = function(t) return cache.GetCachedField(t, "mountID", CacheInfo); end, ["lore"] = function(t) return cache.GetCachedField(t, "lore", CacheInfo); end, ["displayID"] = function(t) return cache.GetCachedField(t, "displayID", CacheInfo); end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["tsm"] = function(t) if t.itemID then return sformat("i:%d", t.itemID); end if t.parent and t.parent.itemID then return sformat("i:%d", t.parent.itemID); end end, }; app.BaseMount = app.BaseObjectFields(mountFields, "BaseMount"); local fields = RawCloneData(mountFields); app.BaseMountWithItemID = app.BaseObjectFields(fields, "BaseMountWithItemID"); app.CreateMount = function(id, t) -- if t and rawget(t, "itemID") then -- return setmetatable(constructor(id, t, "spellID"), app.BaseMountWithItemID); -- else return setmetatable(constructor(id, t, "spellID"), app.BaseMount); -- end end -- Refresh a specific Mount or all Mounts if not provided with a specific ID local RefreshMounts = function(newMountID) local collectedSpells, newMounts = ATTAccountWideData.Spells; -- Think learning multiple mounts at once or multiple mounts without leaving combat -- would fail to update all the mounts, so probably just best to check all mounts if this is triggered -- plus it's not laggy now to do that so it should be fine for i,mountID in ipairs(C_MountJournal.GetMountIDs()) do local _, spellID, _, _, _, _, _, _, _, _, isCollected = C_MountJournal_GetMountInfoByID(mountID); if spellID and isCollected then if not collectedSpells[spellID] then collectedSpells[spellID] = 1; if not newMounts then newMounts = { spellID } else tinsert(newMounts, spellID); end end end end UpdateRawIDs("spellID", newMounts); if newMounts and #newMounts > 0 then app:PlayRareFindSound(); app:TakeScreenShot("Mounts"); end end app.events.NEW_MOUNT_ADDED = function(newMountID, ...) -- print("NEW_MOUNT_ADDED", newMountID, ...) AfterCombatCallback(RefreshMounts, newMountID); end app:RegisterEvent("NEW_MOUNT_ADDED"); end)(); -- Music Rolls & Selfie Filter Lib: Music Rolls (function() local GetSpellLink, GetSpellInfo = GetSpellLink, GetSpellInfo; local fields = { ["key"] = function(t) return "questID"; end, ["text"] = function(t) return t.link; end, ["link"] = function(t) local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID); if link then rawset(t, "link", link); rawset(t, "icon", icon); return link; end end, ["icon"] = function(t) local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID); if link then rawset(t, "link", link); rawset(t, "icon", icon); return icon; end end, ["description"] = function(t) -- Check to make sure music rolls are unlocked for this character. if not IsQuestFlaggedCompleted(38356) or IsQuestFlaggedCompleted(37961) then return L["MUSIC_ROLLS_AND_SELFIE_DESC"] .. L["MUSIC_ROLLS_AND_SELFIE_DESC_2"]; end return L["MUSIC_ROLLS_AND_SELFIE_DESC"]; end, ["filterID"] = function(t) return 108; end, ["lvl"] = function(t) return 40; end, ["collectible"] = function(t) return app.CollectibleMusicRollsAndSelfieFilters; end, ["trackable"] = app.ReturnTrue, ["collected"] = function(t) if IsQuestFlaggedCompleted(t.questID) then return 1; end if app.AccountWideMusicRollsAndSelfieFilters and ATTAccountWideData.Quests[t.questID] then return 2; end end, ["saved"] = function(t) return IsQuestFlaggedCompleted(t.questID); end, }; app.BaseMusicRoll = app.BaseObjectFields(fields, "BaseMusicRoll"); app.CreateMusicRoll = function(questID, t) return setmetatable(constructor(questID, t, "questID"), app.BaseMusicRoll); end local fields = { ["key"] = function(t) return "questID"; end, ["text"] = function(t) return t.link; end, ["icon"] = function(t) return select(3, GetSpellInfo(t.spellID)); end, ["link"] = function(t) return GetSpellLink(t.spellID); end, ["description"] = function(t) if t.crs and #t.crs > 0 then for i,id in ipairs(t.crs) do return L["SELFIE_DESC"] .. (select(2, GetItemInfo(122674)) or "Selfie Camera MkII") .. L["SELFIE_DESC_2"] .. (app.NPCNameFromID[id] or "???") .. "|r" .. (t.maps and (" in |cffff8000" .. (app.GetMapName(t.maps[1]) or "???") .. "|r.") or "."); end end end, ["collectible"] = function(t) return app.CollectibleMusicRollsAndSelfieFilters; end, ["collected"] = function(t) if IsQuestFlaggedCompleted(t.questID) then return 1; end if app.AccountWideMusicRollsAndSelfieFilters and ATTAccountWideData.Quests[t.questID] then return 2; end end, ["trackable"] = app.ReturnTrue, ["saved"] = function(t) return IsQuestFlaggedCompleted(t.questID); end, ["lvl"] = function(t) return 40; end, }; app.BaseSelfieFilter = app.BaseObjectFields(fields, "BaseSelfieFilter"); app.CreateSelfieFilter = function(id, t) return setmetatable(constructor(id, t, "questID"), app.BaseSelfieFilter); end end)(); -- NPC Lib (function() -- NPC Model Harvester (also acquires the displayID) local npcModelHarvester = CreateFrame("DressUpModel", nil, UIParent); npcModelHarvester:SetPoint("TOPRIGHT", UIParent, "BOTTOMRIGHT", 0, 0); npcModelHarvester:SetSize(1, 1); npcModelHarvester:Hide(); app.NPCDisplayIDFromID = setmetatable({}, { __index = function(t, id) if id > 0 then npcModelHarvester:SetDisplayInfo(0); npcModelHarvester:SetUnit("none"); npcModelHarvester:SetCreature(id); local displayID = npcModelHarvester:GetDisplayInfo(); if displayID and displayID ~= 0 then rawset(t, id, displayID); return displayID; end end end}); local npcFields = { ["key"] = function(t) return "npcID"; end, ["name"] = function(t) return app.NPCNameFromID[t.npcID]; end, ["title"] = function(t) return app.NPCTitlesFromID[t.npcID]; end, ["displayID"] = function(t) return app.NPCDisplayIDFromID[t.npcID]; end, ["creatureID"] = function(t) -- TODO: Do something about this, it's silly. return t.npcID; end, ["iconAsDefault"] = function(t) return (t.parent and t.parent.headerID == -2 and "Interface\\Icons\\INV_Misc_Coin_01") or app.DifficultyIcons[GetRelativeValue(t, "difficultyID") or 1]; end, ["nameAsAchievement"] = function(t) return app.NPCNameFromID[t.npcID] or select(2, GetAchievementInfo(t.achievementID)); end, ["iconAsAchievement"] = function(t) return select(10, GetAchievementInfo(t.achievementID)) or t.iconAsDefault; end, ["linkAsAchievement"] = function(t) return GetAchievementLink(t.achievementID); end, -- questID is sometimes a faction-based questID for a single NPC (i.e. BFA Warfront Rares), thanks Blizzard ["questID"] = function(t) local qa = t.questIDA; local qh = t.questIDH; if qa then if app.FactionID == Enum.FlightPathFaction.Horde then rawset(t, "questID", qh); rawset(t, "otherFactionQuestID", qa); return qh; else rawset(t, "questID", qa); rawset(t, "otherFactionQuestID", qh); return qa; end end end, ["otherFactionQuestID"] = function(t) local qa = t.questIDA; local qh = t.questIDH; if qa then if app.FactionID == Enum.FlightPathFaction.Horde then rawset(t, "questID", qh); rawset(t, "otherFactionQuestID", qa); return qa; else rawset(t, "questID", qa); rawset(t, "otherFactionQuestID", qh); return qh; end end end, ["collectibleAsQuest"] = app.CollectibleAsQuest, ["collectedAsQuest"] = IsQuestFlaggedCompletedForObject, ["savedAsQuest"] = function(t) return IsQuestFlaggedCompleted(t.questID); end, ["trackableAsQuest"] = app.ReturnTrue, ["repeatableAsQuest"] = function(t) return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest"); end, ["altcollectedAsQuest"] = function(t) if t.altQuests then for i,questID in ipairs(t.altQuests) do if IsQuestFlaggedCompleted(questID) then rawset(t, "altcollected", questID); return questID; end end end end, ["indicatorIcon"] = function(t) if app.CurrentVignettes["npcID"][t.npcID] then return "Category_Secrets"; end end, -- use custom to track opposite faction questID collection in account/debug if the NPC is considered collectible ["customTotal"] = function(t) if app.MODE_DEBUG_OR_ACCOUNT and t.questIDA and t.collectible then return 1; end end, ["customProgress"] = function(t) return IsQuestFlaggedCompletedForObject(t, "otherFactionQuestID") and 1 or 0; end, }; npcFields.icon = npcFields.iconAsDefault; app.BaseNPC = app.BaseObjectFields(npcFields, "BaseNPC"); local fields = RawCloneData(npcFields); fields.icon = npcFields.iconAsAchievement; --fields.link = npcFields.linkAsAchievement; -- Go to Broken Shore -> Command Center -> app.BaseNPCWithAchievement = app.BaseObjectFields(fields, "BaseNPCWithAchievement"); local fields = RawCloneData(npcFields); fields.altcollected = npcFields.altcollectedAsQuest; fields.collectible = npcFields.collectibleAsQuest; fields.collected = npcFields.collectedAsQuest; fields.trackable = npcFields.trackableAsQuest; fields.repeatable = npcFields.repeatableAsQuest; fields.saved = fields.savedAsQuest; app.BaseNPCWithQuest = app.BaseObjectFields(fields, "BaseNPCWithQuest"); local fields = RawCloneData(npcFields); fields.icon = npcFields.iconAsAchievement; --fields.link = npcFields.linkAsAchievement; fields.altcollected = npcFields.altcollectedAsQuest; fields.collectible = npcFields.collectibleAsQuest; fields.collected = npcFields.collectedAsQuest; fields.trackable = npcFields.trackableAsQuest; fields.repeatable = npcFields.repeatableAsQuest; fields.saved = fields.savedAsQuest; app.BaseNPCWithAchievementAndQuest = app.BaseObjectFields(fields, "BaseNPCWithAchievementAndQuest"); -- Header Lib local headerFields = { ["key"] = function(t) return "headerID"; end, ["name"] = function(t) return L["HEADER_NAMES"][t.headerID]; end, ["icon"] = function(t) return L["HEADER_ICONS"][t.headerID]; end, ["description"] = function(t) return L["HEADER_DESCRIPTIONS"][t.headerID]; end, ["nameAsAchievement"] = function(t) return L["HEADER_NAMES"][t.headerID] or select(2, GetAchievementInfo(t.achievementID)); end, ["iconAsAchievement"] = function(t) return L["HEADER_ICONS"][t.headerID] or select(10, GetAchievementInfo(t.achievementID)); end, ["linkAsAchievement"] = function(t) return GetAchievementLink(t.achievementID); end, ["savedAsQuest"] = function(t) return IsQuestFlaggedCompleted(t.questID); end, ["trackableAsQuest"] = app.ReturnTrue, }; app.BaseHeader = app.BaseObjectFields(headerFields, "BaseHeader"); local fields = RawCloneData(headerFields); fields.name = headerFields.nameAsAchievement; fields.icon = headerFields.iconAsAchievement; --fields.link = headerFields.linkAsAchievement; app.BaseHeaderWithAchievement = app.BaseObjectFields(fields, "BaseHeaderWithAchievement"); local fields = RawCloneData(headerFields); fields.saved = headerFields.savedAsQuest; fields.trackable = headerFields.trackableAsQuest; app.BaseHeaderWithQuest = app.BaseObjectFields(fields, "BaseHeaderWithQuest"); local fields = RawCloneData(headerFields); fields.name = headerFields.nameAsAchievement; fields.icon = headerFields.iconAsAchievement; --fields.link = headerFields.linkAsAchievement; fields.saved = headerFields.savedAsQuest; fields.trackable = headerFields.trackableAsQuest; app.BaseHeaderWithAchievementAndQuest = app.BaseObjectFields(fields, "BaseHeaderWithAchievementAndQuest"); app.CreateNPC = function(id, t) if t then -- TEMP: clean MoH tagging from random Vendors if rawget(t, "itemID") == 137642 then rawset(t, "itemID", nil); -- print("ItemID",rawget(t, "itemID"),"used on NPC/Header group... Don't do that!",id); end if id < 1 then if rawget(t, "achID") then rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID")); if rawget(t, "questID") then return setmetatable(constructor(id, t, "headerID"), app.BaseHeaderWithAchievementAndQuest); else return setmetatable(constructor(id, t, "headerID"), app.BaseHeaderWithAchievement); end else if rawget(t, "questID") then return setmetatable(constructor(id, t, "headerID"), app.BaseHeaderWithQuest); else return setmetatable(constructor(id, t, "headerID"), app.BaseHeader); end end else if rawget(t, "achID") then rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID")); if rawget(t, "questID") then return setmetatable(constructor(id, t, "npcID"), app.BaseNPCWithAchievementAndQuest); else return setmetatable(constructor(id, t, "npcID"), app.BaseNPCWithAchievement); end else if rawget(t, "questID") or rawget(t, "questIDA") then return setmetatable(constructor(id, t, "npcID"), app.BaseNPCWithQuest); else return setmetatable(constructor(id, t, "npcID"), app.BaseNPC); end end end elseif id > 1 then return setmetatable(constructor(id, t, "npcID"), app.BaseNPC); else return setmetatable(constructor(id, t, "headerID"), app.BaseHeader); end end end)(); -- Object Lib (as in "World Object") (function() local objectFields = { ["key"] = function(t) return "objectID"; end, ["name"] = function(t) return app.ObjectNames[t.objectID] or ("Object ID #" .. t.objectID); end, ["icon"] = function(t) return app.ObjectIcons[t.objectID] or "Interface\\Icons\\INV_Misc_Bag_10"; end, ["model"] = function(t) return app.ObjectModels[t.objectID]; end, ["nameAsAchievement"] = function(t) return app.NPCNameFromID[t.npcID] or select(2, GetAchievementInfo(t.achievementID)); end, ["iconAsAchievement"] = function(t) return select(10, GetAchievementInfo(t.achievementID)) or t.iconAsDefault; end, ["linkAsAchievement"] = function(t) return GetAchievementLink(t.achievementID); end, ["collectibleAsQuest"] = app.CollectibleAsQuest, ["collectedAsQuest"] = IsQuestFlaggedCompletedForObject, ["savedAsQuest"] = function(t) return IsQuestFlaggedCompleted(t.questID); end, ["trackableAsQuest"] = app.ReturnTrue, ["repeatableAsQuest"] = function(t) return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest"); end, ["altcollectedAsQuest"] = function(t) if t.altQuests then for i,questID in ipairs(t.altQuests) do if IsQuestFlaggedCompleted(questID) then rawset(t, "altcollected", questID); return questID; end end end end, ["lockedAsQuest"] = app.LockedAsQuest, ["indicatorIcon"] = function(t) if app.CurrentVignettes["objectID"][t.objectID] then return "Category_Secrets"; end end, -- Generic fields (potentially replaced by specific object types) ["trackable"] = function(t) -- only used for generic objects with no other way of being considered trackable if not t.g then return; end for _,group in ipairs(t.g) do if group.objectID and group.trackable then return true; end end end, ["repeatable"] = function(t) -- only used for generic objects with no other way of being tracked as repeatable if not t.g then return; end for _,group in ipairs(t.g) do if group.objectID and group.repeatable then return true; end end -- every contained sub-object is not repeatable, so the repeated object should also be marked as not repeatable end, ["saved"] = function(t) -- only used for generic objects with no other way of being tracked as saved if not t.g then return; end local anySaved; for _,group in ipairs(t.g) do if group.objectID then if group.saved then anySaved = true; else return; end end end -- every contained sub-object is already saved, so the repeated object should also be marked as saved return anySaved; end, ["coords"] = function(t) -- only used for generic objects with no other way of being tracked as saved if not t.g then return; end local unsavedCoords = {}; for _,group in ipairs(t.g) do -- show collected coords of all sub-objects which are not saved if group.objectID and group.coords and not group.saved then app.ArrayAppend(unsavedCoords, group.coords); end end return unsavedCoords; end, }; app.BaseObject = app.BaseObjectFields(objectFields, "BaseObject"); local fields = RawCloneData(objectFields); fields.icon = objectFields.iconAsAchievement; --fields.link = objectFields.linkAsAchievement; app.BaseObjectWithAchievement = app.BaseObjectFields(fields, "BaseObjectWithAchievement"); local fields = RawCloneData(objectFields); fields.altcollected = objectFields.altcollectedAsQuest; fields.collectible = objectFields.collectibleAsQuest; fields.collected = objectFields.collectedAsQuest; fields.trackable = objectFields.trackableAsQuest; fields.repeatable = objectFields.repeatableAsQuest; fields.saved = objectFields.savedAsQuest; fields.locked = objectFields.lockedAsQuest; app.BaseObjectWithQuest = app.BaseObjectFields(fields, "BaseObjectWithQuest"); local fields = RawCloneData(objectFields); fields.icon = objectFields.iconAsAchievement; --fields.link = objectFields.linkAsAchievement; fields.altcollected = objectFields.altcollectedAsQuest; fields.collectible = objectFields.collectibleAsQuest; fields.collected = objectFields.collectedAsQuest; fields.trackable = objectFields.trackableAsQuest; fields.repeatable = objectFields.repeatableAsQuest; fields.saved = objectFields.savedAsQuest; fields.locked = objectFields.lockedAsQuest; app.BaseObjectWithAchievementAndQuest = app.BaseObjectFields(fields, "BaseObjectWithAchievementAndQuest"); app.CreateObject = function(id, t) if t then if rawget(t, "achID") then rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID")); if rawget(t, "questID") then return setmetatable(constructor(id, t, "objectID"), app.BaseObjectWithAchievementAndQuest); else return setmetatable(constructor(id, t, "objectID"), app.BaseObjectWithAchievement); end else if rawget(t, "questID") then return setmetatable(constructor(id, t, "objectID"), app.BaseObjectWithQuest); end end end return setmetatable(constructor(id, t, "objectID"), app.BaseObject); end end)(); -- Profession Lib (function() app.SkillIDToSpellID = { [171] = 2259, -- Alchemy [794] = 158762, -- Arch [261] = 5149, -- Beast Training [164] = 2018, -- Blacksmithing [185] = 2550, -- Cooking [333] = 7411, -- Enchanting [202] = 4036, -- Engineering [356] = 7620, -- Fishing [129] = 3273, -- First Aid [182] = 2366, -- Herb Gathering [773] = 45357, -- Inscription [755] = 25229, -- Jewelcrafting --[2720] = 2720, -- Junkyard Tinkering [Does not have a spellID] [165] = 2108, -- Leatherworking [186] = 2575, -- Mining [393] = 8613, -- Skinning [197] = 3908, -- Tailoring [960] = 53428, -- Runeforging [40] = 2842, -- Poisons [633] = 1809, -- Lockpicking -- Specializations [20219] = 20219, -- Gnomish Engineering [20222] = 20222, -- Goblin Engineering [9788] = 9788, -- Armorsmith [9787] = 9787, -- Weaponsmith [17041] = 17041, -- Master Axesmith [17040] = 17040, -- Master Hammersmith [17039] = 17039, -- Master Swordsmith [10656] = 10656, -- Dragonscale Leatherworking [10658] = 10658, -- Elemental Leatherworking [10660] = 10660, -- Tribal Leatherworking [26801] = 26801, -- Shadoweave Tailoring [26797] = 26797, -- Spellfire Tailoring [26798] = 26798, -- Mooncloth Tailoring [125589] = 125589, -- Way of the Brew [124694] = 124694, -- Way of the Grill [125588] = 125588, -- Way of the Oven [125586] = 125586, -- Way of the Pot [125587] = 125587, -- Way of the Steamer [125584] = 125584, -- Way of the Wok }; app.SpellIDToSkillID = {}; for skillID,spellID in pairs(app.SkillIDToSpellID) do app.SpellIDToSkillID[spellID] = skillID; end app.SpecializationSpellIDs = setmetatable({ [20219] = 4036, -- Gnomish Engineering [20222] = 4036, -- Goblin Engineering [9788] = 2018, -- Armorsmith [9787] = 2018, -- Weaponsmith [17041] = 2018, -- Master Axesmith [17040] = 2018, -- Master Hammersmith [17039] = 2018, -- Master Swordsmith [10656] = 2108, -- Dragonscale Leatherworking [10658] = 2108, -- Elemental Leatherworking [10660] = 2108, -- Tribal Leatherworking [26801] = 3908, -- Shadoweave Tailoring [26797] = 3908, -- Spellfire Tailoring [26798] = 3908, -- Mooncloth Tailoring [125589] = 2550,-- Way of the Brew [124694] = 2550,-- Way of the Grill [125588] = 2550,-- Way of the Oven [125586] = 2550,-- Way of the Pot [125587] = 2550,-- Way of the Steamer [125584] = 2550,-- Way of the Wok }, {__index = function(t,k) return k; end}) local fields = { ["key"] = function(t) return "professionID"; end, --[[ ["name"] = function(t) if app.GetSpecializationBaseTradeSkill(t.professionID) then return GetSpellInfo(t.professionID); end if t.professionID == 129 then return GetSpellInfo(t.spellID); end return C_TradeSkillUI.GetTradeSkillDisplayName(t.professionID); end, ["icon"] = function(t) if app.GetSpecializationBaseTradeSkill(t.professionID) then return select(3, GetSpellInfo(t.professionID)); end if t.professionID == 129 then return select(3, GetSpellInfo(t.spellID)); end return C_TradeSkillUI.GetTradeSkillTexture(t.professionID); end, ]]-- ["name"] = function(t) return t.spellID ~= 2366 and select(1, GetSpellInfo(t.spellID)) or C_TradeSkillUI.GetTradeSkillDisplayName(t.professionID); end, ["icon"] = function(t) return select(3, GetSpellInfo(t.spellID)) or C_TradeSkillUI.GetTradeSkillTexture(t.professionID); end, ["spellID"] = function(t) return app.SkillIDToSpellID[t.professionID]; end, ["skillID"] = function(t) return t.professionID; end, ["requireSkill"] = function(t) return t.professionID; end, --[[ ["sym"] = function(t) return {{"selectprofession", t.professionID}, {"not","headerID",-38}}; -- Ignore the Main Professions header that will get pulled in end, --]]-- }; app.BaseProfession = app.BaseObjectFields(fields, "BaseProfession"); app.CreateProfession = function(id, t) return setmetatable(constructor(id, t, "professionID"), app.BaseProfession); end end)(); -- PVP Ranks (function() local fields = { ["key"] = function(t) return "pvpRankID"; end, ["text"] = function(t) return _G["PVP_RANK_" .. (t.pvpRankID + 4) .. "_" .. (t.inverseR or 0)]; end, ["icon"] = function(t) return format("%s%02d","Interface\\PvPRankBadges\\PvPRank", t.pvpRankID); end, ["title"] = function(t) return RANK .. " " .. t.pvpRankID .. DESCRIPTION_SEPARATOR .. _G["PVP_RANK_" .. (t.pvpRankID + 4) .. "_" .. ((t.inverseR == 1 and 0 or 1))] .. " (" .. (t.r == Enum.FlightPathFaction.Alliance and FACTION_HORDE or FACTION_ALLIANCE) .. ")"; end, ["description"] = function(t) return "There are a total of 14 ranks for both factions. Each rank requires a minimum amount of Rating Points to be calculated every week, then calculated in comparison to other players on your server.\n\nEach rank grants access to different rewards, from PvP consumables to Epic Mounts that do not require Epic Riding Skill and Epic pieces of gear at the highest ranks. Each rank is also applied to your character as a Title."; end, ["r"] = function(t) return t.parent.r or app.FactionID; end, ["inverseR"] = function(t) return t.r == Enum.FlightPathFaction.Alliance and 1 or 0; end, ["lifetimeRank"] = function(t) return select(3, GetPVPLifetimeStats()); end, ["collectible"] = app.ReturnFalse, ["collected"] = function(t) return t.lifetimeRank >= t.pvpRankID; end, ["OnTooltip"] = function(t) GameTooltip:AddDoubleLine("Your lifetime highest rank: ", _G["PVP_RANK_" .. (t.lifetimeRank) .. "_" .. (app.FactionID == 2 and 1 or 0)], 1, 1, 1, 1, 1, 1); end }; app.BasePVPRank = app.BaseObjectFields(fields, "BasePVPRank"); app.CreatePVPRank = function(id, t) return setmetatable(constructor(id, t, "pvpRankID"), app.BasePVPRank); end end)(); -- Race Lib (function() local cache = app.CreateCache("raceID"); local C_CreatureInfo_GetRaceInfo = C_CreatureInfo.GetRaceInfo; local C_AlliedRaces_GetRaceInfoByID = C_AlliedRaces.GetRaceInfoByID; local function default_name(t) local info = C_CreatureInfo_GetRaceInfo(t.raceID); return info and info.raceName; end local function default_text(t) return app.TryColorizeName(t, t.name); end local function default_icon(t) local icon; -- Allied Races are different local arInfo = C_AlliedRaces_GetRaceInfoByID(t.raceID); if arInfo then local race = string_lower(arInfo.raceFileString); -- blizzard being inconsistent if race == "kultiran" then race = "kultiranhuman"; end icon = "Interface\\Icons\\achievement_alliedrace_"..race; else local info = C_CreatureInfo_GetRaceInfo(t.raceID); local race = string_lower(info.clientFileString); -- blizzard being inconsistent if race == "scourge" then race = "undead"; end if race == "goblin" then -- goblinhead? local gender = app.Gender == 2 and "" or "female"; icon = "Interface\\Icons\\achievement_"..gender.."goblinhead"; elseif race == "worgen" then -- misspelled worgen? icon = "Interface\\Icons\\achievement_worganhead"; elseif race == "pandaren" then -- no pandaren male icon? icon = "Interface\\Icons\\achievement_character_pandaren_female"; else local gender = app.Gender == 2 and "male" or "female"; icon = "Interface\\Icons\\achievement_character_"..race.."_"..gender; end end return icon; end local raceFields = { ["key"] = function(t) return "raceID"; end, ["text"] = function(t) return cache.GetCachedField(t, "text", default_text); end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", default_icon); end, ["name"] = function(t) return cache.GetCachedField(t, "name", default_name); end, }; app.BaseRace = app.BaseObjectFields(raceFields, "BaseRace"); app.CreateRace = function(id, t) return setmetatable(constructor(id, t, "raceID"), app.BaseRace); end end)(); -- Spell Lib (function() local GetSpellInfo, GetSpellLink, IsSpellKnown, IsPlayerSpell, GetNumSpellTabs, GetSpellTabInfo = GetSpellInfo, GetSpellLink, IsSpellKnown, IsPlayerSpell, GetNumSpellTabs, GetSpellTabInfo -- Consolidates some spell checking local IsSpellKnownHelper = function(spellID, rank, ignoreHigherRanks) if IsPlayerSpell(spellID) or IsSpellKnown(spellID) or IsSpellKnown(spellID, true) or IsSpellKnownOrOverridesKnown(spellID) or IsSpellKnownOrOverridesKnown(spellID, true) then return true; end end app.IsSpellKnownHelper = IsSpellKnownHelper; local SpellIDToSpellName = {}; local SpellNameToSpellID; local GetSpellName = function(spellID) local spellName = rawget(SpellIDToSpellName, spellID); if spellName then return spellName; end spellName = GetSpellInfo(spellID); if spellName and spellName ~= "" then rawset(SpellIDToSpellName, spellID, spellName); rawset(SpellNameToSpellID, spellName, spellID); return spellName; end end app.GetSpellName = GetSpellName; SpellNameToSpellID = setmetatable({}, { __index = function(t, key) local cache = fieldCache["spellID"]; for spellID,g in pairs(cache) do GetSpellName(spellID); end for _,spellID in pairs(app.SkillIDToSpellID) do GetSpellName(spellID); end for specID,spellID in pairs(app.SpecializationSpellIDs) do GetSpellName(spellID); end local numSpellTabs, offset, lastSpellName, currentSpellRank = GetNumSpellTabs(), select(4, GetSpellTabInfo(1)), "", 1; for spellTabIndex=2,numSpellTabs do local numSpells = select(4, GetSpellTabInfo(spellTabIndex)); for spellIndex=1,numSpells do local spellName, _, _, _, _, _, spellID = GetSpellInfo(offset + spellIndex, BOOKTYPE_SPELL); if spellName then if lastSpellName == spellName then currentSpellRank = currentSpellRank + 1; else lastSpellName = spellName; currentSpellRank = 1; end GetSpellName(spellID, currentSpellRank); rawset(SpellNameToSpellID, spellName, spellID); -- else -- print("GetSpellInfo:Failed",offset + spellIndex); end end offset = offset + numSpells; end return rawget(t, key); end }); app.SpellNameToSpellID = SpellNameToSpellID; -- Represents a small lookup of a select set of Profession/Skill-related icons local SkillIcons = setmetatable({ [2720] = 2620862, -- Junkyard Tinkering [2819] = 3747898, -- Protoform Synthesis }, { __index = function(t, key) if not key then return; end local skillSpellID = app.SkillIDToSpellID[key]; if skillSpellID then local _, _, icon = GetSpellInfo(skillSpellID); return icon; end end }); local cache = app.CreateCache("_cachekey"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); if t.itemID then local name, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID); if link then _t.name = name; _t.link = link; _t.icon = icon; end else local name, _, icon = GetSpellInfo(id); _t.name = name; -- typically, the profession's spell icon will be a better representation of the spell if the spell is tied to a skill _t.icon = SkillIcons[t.skillID] or icon; local link = GetSpellLink(id); _t.link = link; end -- track number of attempts to cache data for fallback to default values local retries = (_t.retries or 0) + 1; if retries > app.MaximumItemInfoRetries then _t.name = t.itemID and "Item #"..t.itemID or "Spell #"..t.spellID; -- fallback to skill icon if possible _t.icon = SkillIcons[t.skillID] or 136243; -- Trade_engineering _t.link = _t.name; end _t.retries = retries; if field then return _t[field]; end end local fields = { ["key"] = function(t) return "spellID"; end, ["_cachekey"] = function(t) return t.itemID and t.spellID + (t.itemID / 1000000) or t.spellID; end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["link"] = function(t) return cache.GetCachedField(t, "link", CacheInfo); end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo) or 136243; -- Trade_engineering end, ["text"] = function(t) return t.link; end, ["trackable"] = app.ReturnTrue, ["saved"] = function(t) local spellID = t.spellID; if app.CurrentCharacter.Spells[spellID] then return true; end if IsSpellKnownHelper(spellID) then app.CurrentCharacter.Spells[spellID] = 1; ATTAccountWideData.Spells[spellID] = 1; return true; end end, ["collectible"] = app.ReturnFalse, ["collected"] = function(t) if t.saved then return 1; end if app.AccountWideRecipes and ATTAccountWideData.Spells[t.spellID] then return 2; end end, ["specs"] = function(t) if t.itemID then return GetFixedItemSpecInfo(t.itemID); end end, ["tsm"] = function(t) if t.itemID then return sformat("i:%d", t.itemID); end end, ["skillID"] = function(t) return t.requireSkill; end, }; app.BaseSpell = app.BaseObjectFields(fields, "BaseSpell"); app.CreateSpell = function(id, t) return setmetatable(constructor(id, t, "spellID"), app.BaseSpell); end -- Recipe Lib local recipeFields = RawCloneData(fields, { ["filterID"] = function(t) return 200; end, ["collectible"] = function(t) return app.CollectibleRecipes; end, ["collected"] = function(t) if t.saved then return 1; end if app.AccountWideRecipes and ATTAccountWideData.Spells[t.spellID] then return 2; end end, ["b"] = function(t) -- If not tracking Recipes Account-Wide, then pretend that every Recipe is BoP return t.itemID and app.AccountWideRecipes and 2 or 1; end, }); app.BaseRecipe = app.BaseObjectFields(recipeFields, "BaseRecipe"); app.CreateRecipe = function(id, t) return setmetatable(constructor(id, t, "spellID"), app.BaseRecipe); end end)(); -- Tier Lib do local EJ_GetTierInfo = EJ_GetTierInfo; local math_floor = math.floor; local cache = app.CreateCache("tierID"); local function CacheInfo(t, field) local _t, id = cache.GetCached(t); -- patch can be included in the id local tierID = math_floor(id); rawset(t, "tierKey", tierID); local info = rawget(L.TIER_DATA, tierID); -- assign the cached values from locale if info then -- app.PrintDebug("tier cache locale data",id,tierID,"via",field) for key,val in pairs(info) do -- app.PrintDebug("--",key,val) rawset(_t, key, val); end end if id > tierID then local patch_decimal = 100 * (id - tierID); local patch = math_floor(patch_decimal + 0.0001); local rev = math_floor(10 * (patch_decimal - patch) + 0.0001); -- app.PrintDebug("tier cache patch ID",id,tierID,patch_decimal,patch,rev) _t.name = tostring(tierID).."."..tostring(patch).."."..tostring(rev); else -- only use API for name if not set from locale _t.name = _t.name or EJ_GetTierInfo(tierID); end if field then return _t[field]; end end local fields = { ["key"] = function(t) return "tierID"; end, ["name"] = function(t) return cache.GetCachedField(t, "name", CacheInfo); end, ["icon"] = function(t) return cache.GetCachedField(t, "icon", CacheInfo); end, ["lore"] = function(t) return cache.GetCachedField(t, "lore", CacheInfo); end, ["lvl"] = function(t) return cache.GetCachedField(t, "lvl", CacheInfo); end, }; app.BaseTier = app.BaseObjectFields(fields, "BaseTier"); app.CreateTier = function(id, t) return setmetatable(constructor(id, t, "tierID"), app.BaseTier); end end -- Tier Lib -- Title Lib (function() local GetTitleName, UnitName = GetTitleName, UnitName; local function StylizePlayerTitle(title, style, me) if style == 0 then -- Prefix return title .. me; elseif style == 1 then -- Player Name First return me .. title; elseif style == 2 then -- Player Name First (with space) return me .. " " .. title; elseif style == 3 then -- Comma Separated return me .. ", " .. title; end end local fields = { ["key"] = function(t) return "titleID"; end, ["filterID"] = function(t) return 110; end, ["icon"] = function(t) return app.asset("Category_Titles"); end, ["description"] = function(t) return L["TITLES_DESC"]; end, ["text"] = function(t) local name = t.name; if name then name = "|cff00ccff" .. name .. "|r"; rawset(t, "text", name); return name; end end, ["link"] = function(t) return t.text; end, ["title"] = function(t) if t.titleIDs and app.MODE_DEBUG_OR_ACCOUNT then if rawget(t, "_title") then return rawget(t, "_title") end local ids = t.titleIDs; local m, f = ids[1], ids[2]; local acctTitles = ATTAccountWideData.Titles; local player = "("..CALENDAR_PLAYER_NAME..")"; local mt = StylizePlayerTitle(GetTitleName(m),t.style,player); local ft = StylizePlayerTitle(GetTitleName(f),t.style,player); local complete, missing = GetProgressColor(1), GetProgressColor(0); local acctTitleInfo = "|c".. (acctTitles[m] and complete or missing)..mt.."|r // |c".. (acctTitles[f] and complete or missing)..ft.."|r"; rawset(t, "_title", acctTitleInfo); return rawget(t, "_title"); end end, ["style"] = function(t) local name = t.titleName; if name then local first = string.sub(name, 1, 1); if first == " " then -- Suffix first = string.sub(name, 2, 2); if first == string.upper(first) then -- Comma Separated rawset(t, "style", 3); return 3; end -- Player Name First rawset(t, "style", 1); return 1; else local last = string.sub(name, -1); if last == " " then -- Prefix rawset(t, "style", 0); return 0; end -- Suffix if first == string_lower(first) then -- Player Name First with a space rawset(t, "style", 2); return 2; end -- Comma Separated rawset(t, "style", 3); return 3; end end rawset(t, "style", 1); return 1; -- Player Name First end, ["name"] = function(t) -- return the gender-proper name for the title local name = t.titleName; if name then rawset(t, "name", StylizePlayerTitle(name, t.style, UnitName("player"))); end return name; end, ["titleName"] = function(t) if t.titleIDs then return GetTitleName(app.Gender == 2 and t.titleIDs[1] or t.titleIDs[2]); else return GetTitleName(t.titleID); end end, ["collectible"] = function(t) return app.CollectibleTitles; end, ["trackable"] = app.ReturnTrue, ["collected"] = function(t) if t.saved then return 1; end if app.AccountWideTitles and ATTAccountWideData.Titles[t.titleID] then return 2; end end, ["saved"] = function(t) local id, charTitles, acctTitles = t.titleID, app.CurrentCharacter.Titles, ATTAccountWideData.Titles; if t.titleIDs then local ids = t.titleIDs; local m, f = ids[1], ids[2]; -- combo-id is already saved and m/f cached for the current character if acctTitles[id] and (charTitles[m] or charTitles[f]) then return true; -- otherwise verify both titles for players with one already saved elseif IsTitleKnown(m) then charTitles[m] = 1; acctTitles[m] = 1; -- the shared arbitrary ID can be used for account-wide checks charTitles[id] = 1; acctTitles[id] = 1; return true; elseif IsTitleKnown(f) then charTitles[f] = 1; acctTitles[f] = 1; -- the shared arbitrary ID can be used for account-wide checks charTitles[id] = 1; acctTitles[id] = 1; return true; end else if charTitles[id] then return true; end if IsTitleKnown(id) then charTitles[id] = 1; acctTitles[id] = 1; return true; end end end, -- use custom to track opposite gendered title in account/debug ["customTotal"] = function(t) if app.CollectibleTitles and t.titleIDs and app.MODE_DEBUG_OR_ACCOUNT then return 1; end end, ["customProgress"] = function(t) -- print("title.progress",t.titleID) local acctTitles, charTitles = ATTAccountWideData.Titles, app.CurrentCharacter.Titles; local ids = t.titleIDs; local m, f = ids[1], ids[2]; local am, af = acctTitles[m], acctTitles[f]; -- both titles account-collected if am and af then return 1; -- neither title collected elseif not am and not af then return 0; -- only the available title is collected elseif charTitles[m] or charTitles[f] then return 0; end -- otherwise, unavailable title is collected return 1; end, }; app.BaseTitle = app.BaseObjectFields(fields, "BaseTitle"); app.CreateTitle = function(id, t) return setmetatable(constructor(id, t, "titleID"), app.BaseTitle); end end)(); -- Filtering do -- Meaning "Don't display." - Returns false local Filter = app.ReturnFalse; -- Meaning "Display as expected" - Returns true local NoFilter = app.ReturnTrue; -- Whether the group has a binding designation, which means it basically cannot be moved to another Character local function IsBoP(group) -- 1 = BoP, 4 = Quest Item... probably don't need that? return group.b == 1;-- or group.b == 4; end local function FilterGroupsByLevel(group) -- after 9.0, transition to a req lvl range, either min, or min + max local lvl = group.lvl; if lvl then local minlvl; local maxlvl; if type(lvl) == "table" then minlvl = lvl[1]; maxlvl = lvl[2]; else minlvl = lvl; end if maxlvl then -- min and max provided return app.Level >= minlvl and app.Level <= maxlvl; elseif minlvl then -- only min provided return app.Level >= minlvl; end end -- no level requirement on the group, have to include it return true; end local function FilterGroupsByCompletion(group) return group.total and (group.progress or 0) < group.total; end -- returns whether this is a Character-transferable Thing/Item local function FilterItemBind(item) return item.itemID and not IsBoP(item); end -- Represents filters which should be applied during Updates to groups local function FilterItemClass(item) -- check Account trait filters if app.UnobtainableItemFilter(item) and app.SeasonalItemFilter(item) and app.PvPFilter(item) and app.PetBattleFilter(item) and app.RequireFactionFilter(item) then -- BoE can skip Character trait filters if app.ItemBindFilter(item) then return true; end -- check Character trait filters return app.ItemTypeFilter(item) and app.RequireBindingFilter(item) and app.RequiredSkillFilter(item) and app.ClassRequirementFilter(item) and app.RaceRequirementFilter(item) and app.RequireCustomCollectFilter(item); end end -- Represents filters which should be applied during Updates to groups, but skips the BoE filter local function FilterItemClass_IgnoreBoEFilter(item) -- check Account trait filters if app.UnobtainableItemFilter(item) and app.SeasonalItemFilter(item) and app.PvPFilter(item) and app.PetBattleFilter(item) and app.RequireFactionFilter(item) then -- check Character trait filters return app.ItemTypeFilter(item) and app.RequireBindingFilter(item) and app.RequiredSkillFilter(item) and app.ClassRequirementFilter(item) and app.RaceRequirementFilter(item) and app.RequireCustomCollectFilter(item); end end local function FilterItemClass_RequireClasses(item) return not item.nmc; end local function FilterItemClass_RequireItemFilter(item) local f = item.f; if f then -- don't filter Heirlooms by their Type if they are collectible as Heirlooms if item.__type == "BaseHeirloom" and app.CollectibleHeirlooms then return true; end return app.Settings:GetFilter(f); -- Filter applied via Settings (character-equippable or manually set) else return true; end end local function FilterItemClass_RequireRaces(item) return not item.nmr; end local function FilterItemClass_RequireRacesCurrentFaction(item) if item.nmr then local r = item.r; if r then if r == app.FactionID then return true; else return false; end end local races = item.races; if races then if app.FactionID == Enum.FlightPathFaction.Horde then return containsAny(races, HORDE_ONLY); else return containsAny(races, ALLIANCE_ONLY); end else return false; end else return true; end end local function FilterItemClass_SeasonalItem(item) -- specifically match on false for being disabled as a filter if item.u and app.Settings:GetValue("Seasonal", item.u) == false then return false; end return true; end local function ItemIsInGame(item) return not item.u or item.u > 2; end local function FilterItemClass_UnobtainableItem(item) -- specifically match on false for being disabled as a filter if item.u and app.Settings:GetValue("Unobtainable", item.u) == false then return false; end return true; end local function FilterItemClass_RequireBinding(item) return not item.itemID or IsBoP(item); end local function FilterItemClass_PvP(item) if item.pvp then return false; else return true; end end local function FilterItemClass_PetBattles(item) if item.pb then return false; else return true; end end local function FilterItemClass_RequiredSkill(item) local requireSkill = item.requireSkill; if requireSkill and (not item.professionID or not GetRelativeValue(item, "DontEnforceSkillRequirements") or IsBoP(item)) then return app.CurrentCharacter.Professions[requireSkill]; else return true; end end local function FilterItemClass_RequireFaction(item) local minReputation = item.minReputation; if minReputation and app.IsFactionExclusive(minReputation[1]) then if minReputation[2] > (select(6, GetFactionInfoByID(minReputation[1])) or 0) then --print("Filtering Out", item.key, item[item.key], item.text, item.minReputation[1], app.CreateFaction(item.minReputation[1]).text); return false; else return true; end else return true; end end local function FilterItemClass_CustomCollect(item) local customCollect = item.customCollect; if customCollect then local customCollects = app.ActiveCustomCollects; for _,c in ipairs(customCollect) do if not customCollects[c] then return false; end end end return true; end -- Represents current Character filtering for the Item (regardless of user-enabled filters) local function CurrentCharacterFilters(item) return FilterItemClass_RequiredSkill(item) and FilterItemClass_RequireClasses(item) and FilterItemClass_RequireRaces(item) and FilterItemClass_CustomCollect(item) and FilterItemClass_UnobtainableItem(item); end local function FilterItemSource(sourceInfo) return sourceInfo.isCollected; end local function FilterItemSourceUnique(sourceInfo, allSources) if sourceInfo.isCollected then -- NOTE: This makes it so that the loop isn't necessary. return true; else -- If at least one of the sources of this visual ID was collected, that means that we've collected the provided source local item = SearchForSourceIDQuickly(sourceInfo.sourceID); if item then local knownItem, knownSource, valid; for _,sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do -- only compare against other Sources of the VisualID which the Account knows if sourceID ~= sourceInfo.sourceID and rawget(ATTAccountWideData.Sources, sourceID) == 1 then knownItem = SearchForSourceIDQuickly(sourceID); if knownItem then -- filter matches or one item is Cosmetic if item.f == knownItem.f or item.f == 2 or knownItem.f == 2 then valid = true; -- verify all possible restrictions that the known source may have against restrictions on the source in question -- if known source has no equivalent restrictions, then restrictions on the source are irrelevant -- Races if knownItem.races then if item.races then -- the known source has a race restriction that is not shared by the source in question if not containsAny(item.races, knownItem.races) then valid = nil; end else valid = nil; end end -- Classes if valid and knownItem.c then if item.c then -- the known source has a class restriction that is not shared by the source in question if not containsAny(item.c, knownItem.c) then valid = nil; end else valid = nil; end end -- Faction if valid and knownItem.r then if item.r then -- the known source has a faction restriction that is not shared by the source or source races in question if knownItem.r ~= item.r or (item.races and not containsAny(app.FACTION_RACES[knownItem.r], item.races)) then valid = nil; end else valid = nil; end end -- found a known item which meets all the criteria to grant credit for the source in question if valid then knownSource = C_TransmogCollection_GetSourceInfo(sourceID); -- both sources are the same category (Equip-Type) if knownSource.categoryID == sourceInfo.categoryID -- and same Inventory Type and (knownSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or app.SlotByInventoryType[knownSource.invType] == app.SlotByInventoryType[sourceInfo.invType]) then return true; -- else print("sources share visual and filters but different equips",item.s,sourceID) end end end else -- OH NOES! It doesn't exist! knownSource = C_TransmogCollection_GetSourceInfo(sourceID); -- both sources are the same category (Equip-Type) if knownSource.categoryID == sourceInfo.categoryID -- and same Inventory Type and (knownSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or app.SlotByInventoryType[knownSource.invType] == app.SlotByInventoryType[sourceInfo.invType]) then -- print("OH NOES! MISSING SOURCE ID ", sourceID, " FOUND THAT YOU HAVE COLLECTED, BUT ATT DOESNT HAVE!!!!"); return true; -- else print(knownSource.sourceID, sourceInfo.sourceID, "share appearances, but one is ", sourceInfo.invType, "and the other is", knownSource.invType, sourceInfo.categoryID); end end end end end return false; end end local function FilterItemSourceUniqueOnlyMain(sourceInfo, allSources) if sourceInfo.isCollected then -- NOTE: This makes it so that the loop isn't necessary. return true; else -- If at least one of the sources of this visual ID was collected, that means that we've acquired the base appearance. local item = SearchForSourceIDQuickly(sourceInfo.sourceID); if item and not item.nmc and not item.nmr then -- This item is for my race and class. for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do if sourceID ~= sourceInfo.sourceID and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(sourceID) then local otherItem = SearchForSourceIDQuickly(sourceID); if otherItem and (item.f == otherItem.f or item.f == 2 or otherItem.f == 2) and not otherItem.nmc and not otherItem.nmr then return true; -- Okay, fine. You are this class/race. Enjoy your +1, cheater. D: end end end end return false; end end -- Given a known SourceID, will mark all Shared Visual SourceID's which meet the filter criteria of the known SourceID as 'collected' local function MarkUniqueCollectedSourcesBySource(knownSourceID, currentCharacterOnly) -- Find this source in ATT local knownItem = SearchForSourceIDQuickly(knownSourceID); if knownItem then local knownSource = C_TransmogCollection_GetSourceInfo(knownSourceID); local acctSources = ATTAccountWideData.Sources; local checkItem, checkSource, valid; local knownRaces, knownClasses, knownFaction, knownFilter = knownItem.races, knownItem.c, knownItem.r, knownItem.f; local checkFilter; -- this source unlocks a visual that the current character may tmog, so all shared visuals should be considered 'collected' regardless of restriction local currentCharacterUsable = currentCharacterOnly and not knownItem.nmc and not knownItem.nmr; -- For each shared Visual SourceID -- if knownSource.visualID == 322 then app.DEBUG_PRINT = true; app.PrintTable(knownSource); end -- account cannot collect sourceID? not available for transmog? -- local _, canCollect = C_TransmogCollection.AccountCanCollectSource(knownSourceID); -- pointless, always false if sourceID is known -- local unknown1 = select(8, C_TransmogCollection.GetAppearanceSourceInfo(knownSourceID)); -- pointless, returns nil for many valid transmogs -- Trust that Blizzard returns SourceID's which can actually be used as Transmog for the VisualID local visualIDs = C_TransmogCollection_GetAllAppearanceSources(knownSource.visualID); local canMog; for _,sourceID in ipairs(visualIDs) do if sourceID == knownSourceID then canMog = true; break; end end if not canMog then return; end for _,sourceID in ipairs(visualIDs) do -- if app.DEBUG_PRINT then print("visualID",knownSource.visualID,"s",sourceID,"known:",rawget(acctSources, sourceID)) end -- If it is not currently marked collected on the account if not rawget(acctSources, sourceID) then -- for current character only, all we care is that the knownItem is not exclusive to another -- race/class to consider all shared appearances as 'collected' for the current character if currentCharacterUsable then -- if app.DEBUG_PRINT then print("current character usable") end rawset(acctSources, sourceID, 2); else -- Find the check Source in ATT checkItem = SearchForSourceIDQuickly(sourceID); if checkItem then -- filter matches or one item is Cosmetic checkFilter = checkItem.f; if checkFilter == knownFilter or checkFilter == 2 or knownFilter == 2 then valid = true; -- verify all possible restrictions that the known source may have against restrictions on the source in question -- if known source has no equivalent restrictions, then restrictions on the source are irrelevant -- Races if knownRaces then if checkItem.races then -- the known source has a race restriction that is not shared by the source in question if not containsAny(checkItem.races, knownRaces) then valid = nil; end else valid = nil; end end -- Classes if valid and knownClasses then if checkItem.c then -- the known source has a class restriction that is not shared by the source in question if not containsAny(checkItem.c, knownClasses) then valid = nil; end else valid = nil; end end -- Faction if valid and knownFaction then if checkItem.r then -- the known source has a faction restriction that is not shared by the source or source races in question if knownFaction ~= checkItem.r or (checkItem.races and not containsAny(app.FACTION_RACES[knownFaction], checkItem.races)) then valid = nil; end else valid = nil; end end -- found a known item which meets all the criteria to grant credit for the source in question if valid then checkSource = C_TransmogCollection_GetSourceInfo(sourceID); -- both sources are the same category (Equip-Type) if knownSource.categoryID == checkSource.categoryID -- and same Inventory Type and (knownSource.invType == checkSource.invType or checkSource.categoryID == 4 --[[CHEST: Robe vs Armor]] or app.SlotByInventoryType[knownSource.invType] == app.SlotByInventoryType[checkSource.invType]) then -- if app.DEBUG_PRINT then print("Unique Collected s:",sourceID); end rawset(acctSources, sourceID, 2); -- else print("sources share visual and filters but different equips",item.s,sourceID) end end end else -- OH NOES! It doesn't exist! checkSource = C_TransmogCollection_GetSourceInfo(sourceID); -- both sources are the same category (Equip-Type) if checkSource.categoryID == knownSource.categoryID -- and same Inventory Type and (checkSource.invType == knownSource.invType or knownSource.categoryID == 4 --[[CHEST: Robe vs Armor]] or app.SlotByInventoryType[checkSource.invType] == app.SlotByInventoryType[knownSource.invType]) then -- print("OH NOES! MISSING SOURCE ID ", sourceID, " FOUND THAT YOU HAVE COLLECTED, BUT ATT DOESNT HAVE!!!!"); rawset(acctSources, sourceID, 2); -- else print(knownSource.sourceID, sourceInfo.sourceID, "share appearances, but one is ", sourceInfo.invType, "and the other is", knownSource.invType, sourceInfo.categoryID); end end end end end -- app.DEBUG_PRINT = nil; end end local function FilterItemTrackable(group) return group.trackable; end local function ObjectVisibilityFilter(group) return group.visible; end app.CurrentCharacterFilters = CurrentCharacterFilters; app.FilterItemSourceUnique = FilterItemSourceUnique; app.FilterItemSourceUniqueOnlyMain = FilterItemSourceUniqueOnlyMain; app.MarkUniqueCollectedSourcesBySource = MarkUniqueCollectedSourcesBySource; app.FilterItemTrackable = FilterItemTrackable; app.ObjectVisibilityFilter = ObjectVisibilityFilter; app.FilterItemSource = FilterItemSource; app.FilterItemClass_CustomCollect = FilterItemClass_CustomCollect; app.FilterItemClass_RequireFaction = FilterItemClass_RequireFaction; app.FilterItemClass_RequiredSkill = FilterItemClass_RequiredSkill; app.FilterItemClass_PetBattles = FilterItemClass_PetBattles; app.FilterItemClass_PvP = FilterItemClass_PvP; app.FilterItemClass_RequireBinding = FilterItemClass_RequireBinding; app.FilterItemClass_UnobtainableItem = FilterItemClass_UnobtainableItem; app.ItemIsInGame = ItemIsInGame; app.FilterItemClass_SeasonalItem = FilterItemClass_SeasonalItem; app.FilterItemClass_RequireRacesCurrentFaction = FilterItemClass_RequireRacesCurrentFaction; app.FilterItemClass_RequireRaces = FilterItemClass_RequireRaces; app.FilterItemClass_RequireItemFilter = FilterItemClass_RequireItemFilter; app.FilterItemClass_RequireClasses = FilterItemClass_RequireClasses; app.FilterItemClass_IgnoreBoEFilter = FilterItemClass_IgnoreBoEFilter; app.FilterItemClass = FilterItemClass; app.FilterItemBind = FilterItemBind; app.FilterGroupsByCompletion = FilterGroupsByCompletion; app.FilterGroupsByLevel = FilterGroupsByLevel; app.IsBoP = IsBoP; app.NoFilter = NoFilter; app.Filter = Filter; end -- Filtering -- Default Filter Settings (changed in app.Startup and in the Options Menu) app.VisibilityFilter = app.ObjectVisibilityFilter; app.GroupFilter = app.FilterItemClass; app.GroupRequirementsFilter = app.NoFilter; app.GroupVisibilityFilter = app.NoFilter; app.ItemBindFilter = app.FilterItemBind; app.ItemSourceFilter = app.FilterItemSource; app.ItemTypeFilter = app.NoFilter; app.CollectedItemVisibilityFilter = app.NoFilter; app.ClassRequirementFilter = app.NoFilter; app.RaceRequirementFilter = app.NoFilter; app.RequireBindingFilter = app.NoFilter; app.PvPFilter = app.NoFilter; app.PetBattleFilter = app.NoFilter; app.SeasonalItemFilter = app.NoFilter; app.RequireFactionFilter = app.FilterItemClass_RequireFaction; app.RequireCustomCollectFilter = app.FilterItemClass_CustomCollect; app.UnobtainableItemFilter = app.NoFilter; app.RequiredSkillFilter = app.NoFilter; app.ShowTrackableThings = app.Filter; app.DefaultGroupFilter = app.Filter; app.DefaultThingFilter = app.Filter; -- Recursive Checks app.VerifyCache = function() if not fieldCache then return false; end app.print("VerifyCache Starting..."); for i,keyCache in pairs(fieldCache) do print("Cache",i); for k,valueCache in pairs(keyCache) do -- print("valueCache",k); for o,group in pairs(valueCache) do -- print("group",o); if not app.VerifyRecursion(group) then print("Caused infinite .parent recursion",group.key,group[group.key]); end end end end app.print("VerifyCache Completed"); end -- Verify no infinite parent recursion exists for a given group app.VerifyRecursion = function(group, checked) if type(group) ~= "table" then return; end if not checked then checked = { }; -- print("test",group.key,group[group.key]); end for k,o in pairs(checked) do if o.key ~= nil and o.key == group.key and o[o.key] == group[group.key] then -- print("Infinite .parent Recursion Found:"); -- print the parent chain to the loop point -- for a,b in pairs(checked) do -- print(b.key,b[b.key],b,"=>"); -- end -- print(group.key,group[group.key],group); -- print("---"); return; end end if group.parent then tinsert(checked, group); return app.VerifyRecursion(group.parent, checked); end return true; end -- Recursively check outwards to find if any parent group restricts the filter for this character app.RecursiveGroupRequirementsFilter = function(group) if app.GroupRequirementsFilter(group) and app.GroupFilter(group) then local filterParent = group.sourceParent or group.parent; if filterParent then return app.RecursiveGroupRequirementsFilter(filterParent) end return true; end return false; end -- Recursively check outwards within the direct parent chain only to find if any parent group restricts the filter for this character app.RecursiveDirectGroupRequirementsFilter = function(group) if app.GroupRequirementsFilter(group) and app.GroupFilter(group) then local filterParent = group.parent; if filterParent then return app.RecursiveGroupRequirementsFilter(filterParent) end return true; end return false; end app.RecursiveClassAndRaceFilter = function(group) if app.ClassRequirementFilter(group) and app.RaceRequirementFilter(group) then if group.parent then return app.RecursiveClassAndRaceFilter(group.parent); end return true; end return false; end app.RecursiveUnobtainableFilter = function(group) if app.UnobtainableItemFilter(group) then if group.parent then return app.RecursiveUnobtainableFilter(group.parent); end return true; end return false; end -- Returns the first encountered group tracing upwards in parent hierarchy which has a value for the provided field. -- Specify 'followSource' to prioritize the Source Parent of a group over the direct Parent app.RecursiveFirstParentWithField = function(group, field, followSource) if group then return group[field] or app.RecursiveFirstParentWithField(followSource and group.sourceParent or group.parent, field); end end -- Returns the first encountered group tracing upwards in direct parent hierarchy which has a value for the provided field app.RecursiveFirstDirectParentWithField = function(group, field) if group then return group[field] or app.RecursiveFirstDirectParentWithField(rawget(group, "parent"), field); end end -- Returns the first found recursive Parent of the group which meets the provided field and value combination app.RecursiveFirstParentWithFieldValue = function(group, field, value) if group and field then if group[field] == value then return group; else return app.RecursiveFirstParentWithFieldValue(group.parent, field, value); end end end -- Cleans any groups which are nested under 'Source Ignored' content app.CleanSourceIgnoredGroups = function(groups) if groups then local parentCheck = app.RecursiveFirstParentWithField; local refined = {}; for _,j in ipairs(groups) do if not parentCheck(j, "sourceIgnored") then tinsert(refined, j); -- else print(" ",j.hash) end end return refined; end end -- Processing Functions do local function SetGroupVisibility(parent, group) -- if app.DEBUG_PRINT then print("SetGroupVisibility",group.key,group[group.key]) end local forceShowParent; -- If this group is forced to be shown due to contained groups being shown if group.forceShow then group.visible = true; group.forceShow = nil; -- Continue the forceShow visibility outward forceShowParent = true; -- if app.DEBUG_PRINT then print("SetGroupVisibility.forceShow",group.progress,group.total,group.visible) end -- If this group contains Things, show based on visibility filter elseif group.total > 0 then group.visible = group.progress < group.total or app.GroupVisibilityFilter(group); -- if app.DEBUG_PRINT then print("SetGroupVisibility.total",group.progress,group.total,group.visible) end -- The group can still be trackable even if it isn't visible due to the total if not group.visible and app.ShowTrackableThings(group) then group.visible = not group.saved or app.GroupVisibilityFilter(group); forceShowParent = group.visible; end -- If this group is trackable, then we should show it. elseif app.ShowTrackableThings(group) then group.visible = not group.saved or app.GroupVisibilityFilter(group); forceShowParent = group.visible; -- if app.DEBUG_PRINT then print("SetGroupVisibility.trackable",group.progress,group.total,group.visible) end else group.visible = app.DefaultGroupFilter(); -- if app.DEBUG_PRINT then print("SetGroupVisibility.default",group.progress,group.total,group.visible) end end if parent and forceShowParent then parent.forceShow = forceShowParent; end end local function SetThingVisibility(parent, group) -- if app.DEBUG_PRINT then print("SetThingVisibility",group.key,group[group.key]) end local forceShowParent; if group.total > 0 then -- If we've collected the item, use the "Show Collected Items" filter. group.visible = group.progress < group.total or app.CollectedItemVisibilityFilter(group); -- if app.DEBUG_PRINT then print("SetThingVisibility.total",group.progress,group.total,group.visible) end elseif app.ShowTrackableThings(group) then -- If this group is trackable, then we should show it. group.visible = not group.saved or app.CollectedItemVisibilityFilter(group); forceShowParent = group.visible; -- if app.DEBUG_PRINT then print("SetThingVisibility.trackable",group.progress,group.total,group.visible) end else group.visible = app.DefaultThingFilter(); -- if app.DEBUG_PRINT then print("SetThingVisibility.default",group.progress,group.total,group.visible) end end if parent and forceShowParent then parent.forceShow = forceShowParent; end end local UpdateGroups; local function UpdateGroup(parent, group) -- if group.key == "runeforgePowerID" and group[group.key] == 134 then app.DEBUG_PRINT = 134; end -- if not app.DEBUG_PRINT and shouldLog then -- app.DEBUG_PRINT = shouldLog; -- end -- -- Only update a group ONCE per update cycle... -- if not group._Updated or group._Updated ~= app._Updated then -- if LOG then print("First Update") end -- group._Updated = app._Updated; -- else -- -- group has already updated on this pass -- if LOG then print("Skip Update") end -- -- print("Skip Update",app._Updated,group.key,group.key and group[group.key],"t/p/v",group.total,group.progress,group.visible) -- -- Increment the parent group's totals. -- parent.total = (parent.total or 0) + (group.total or 0); -- parent.progress = (parent.progress or 0) + (group.progress or 0); -- return group.visible; -- end group.visible = nil; -- if app.DEBUG_PRINT then print("UpdateGroup",group.key,group.key and group[group.key],group.__type) end -- Determine if this user can enter the instance or acquire the item and item is equippable/usable local valid; -- A group with a source parent means it has a different 'real' heirarchy than in the current window -- so need to verify filtering based on that instead of only itself if group.sourceParent then valid = app.RecursiveGroupRequirementsFilter(group); else valid = app.GroupRequirementsFilter(group) and app.GroupFilter(group); end if valid then -- if app.DEBUG_PRINT then print("UpdateGroup.GroupRequirementsFilter",group.key,group.key and group[group.key],group.__type) end -- if app.DEBUG_PRINT then print("UpdateGroup.GroupFilter",group.key,group.key and group[group.key],group.__type) end -- Set total/progress for this object using its cost/custom information if any local costTotal = group.costTotal or 0; local costProgress = costTotal > 0 and group.costProgress or 0; local customTotal = group.customTotal or 0; local customProgress = customTotal > 0 and group.customProgress or 0; local total, progress = costTotal + customTotal, costProgress + customProgress; -- if app.DEBUG_PRINT then print("UpdateGroup.Initial",group.key,group.key and group[group.key],group.progress,group.total,group.__type) end -- If this item is collectible, then mark it as such. if group.collectible then total = total + 1; if group.collected then progress = progress + 1; end end -- Set the total/progress on the group group.progress = progress; group.total = total; -- Check if this is a group local g = group.g; if g then -- if app.DEBUG_PRINT then print("UpdateGroup.g",group.progress,group.total,group.__type) end -- skip Character filtering for sub-groups if this Item meets the Ignore BoE filter logic, since it can be moved to the designated character local ItemBindFilter, NoFilter = app.ItemBindFilter, app.NoFilter; if ItemBindFilter ~= NoFilter and ItemBindFilter(group) then app.ItemBindFilter = NoFilter; -- Update the subgroups recursively... UpdateGroups(group, g); -- reapply the previous BoE filter app.ItemBindFilter = ItemBindFilter; else UpdateGroups(group, g); end -- if app.DEBUG_PRINT then print("UpdateGroup.g.Updated",group.progress,group.total,group.__type) end SetGroupVisibility(parent, group); else SetThingVisibility(parent, group); end -- Increment the parent group's totals if the group is not ignored for sources if not group.sourceIgnored then parent.total = (parent.total or 0) + group.total; parent.progress = (parent.progress or 0) + group.progress; else -- source ignored group which is determined to be visible should ensure the parent is also visible if group.visible then parent.forceShow = true; -- app.PrintDebug("Force Show Parent",parent.text,"via incomplete Source Ignored",group.text) end -- print("Ignoring progress/total",group.progress,"/",group.total,"for group",group.text) end end -- if app.DEBUG_PRINT then print("UpdateGroup.Done",group.progress,group.total,group.visible,group.__type) end -- if app.DEBUG_PRINT == 134 then app.DEBUG_PRINT = nil; end end app.UpdateGroup = UpdateGroup; UpdateGroups = function(parent, g) if g then for _,group in ipairs(g) do if group.OnUpdate then if not group:OnUpdate() then UpdateGroup(parent, group); elseif group.visible then group.total = nil; group.progress = nil; UpdateGroups(group, group.g); end else UpdateGroup(parent, group); end end end end app.UpdateGroups = UpdateGroups; -- Adjusts the progress/total of the group's parent chain local function AdjustParentProgress(group, progChange, totalChange) -- rawget, .parent will default to sourceParent in some cases local parent = group and not group.sourceIgnored and rawget(group, "parent"); if parent then -- app.PrintDebug("APP:",parent.text) -- app.PrintDebug("CUR:",parent.progress,parent.total) -- app.PrintDebug("CHG:",progChange,totalChange) parent.total = (parent.total or 0) + totalChange; parent.progress = (parent.progress or 0) + progChange; -- app.PrintDebug("END:",parent.progress,parent.total) -- verify visibility of the group, always a 'group' since it is already a parent of another group, as long as it's not the root window data if not parent.window then SetGroupVisibility(rawget(parent, "parent"), parent); end AdjustParentProgress(parent, progChange, totalChange); end end -- For directly applying the full Update operation for the top-level data group within a window local function TopLevelUpdateGroup(group) group.total = 0; group.progress = 0; local ItemBindFilter = app.ItemBindFilter; if ItemBindFilter ~= app.NoFilter and ItemBindFilter(group) then app.ItemBindFilter = app.NoFilter; UpdateGroups(group, group.g); -- reapply the previous BoE filter app.ItemBindFilter = ItemBindFilter; else UpdateGroups(group, group.g); end if group.collectible then group.total = group.total + 1; if group.collected then group.progress = group.progress + 1; end end if group.OnUpdate then group.OnUpdate(group); end end app.TopLevelUpdateGroup = TopLevelUpdateGroup; -- For directly applying the full Update operation at the specified group, and propagating the difference upwards in the parent hierarchy, -- then triggering a 1/2 second delayed soft-update of the Window containing the group if any. 'got' indicates that this group was 'gotten' -- and was the cause for the update local function DirectGroupUpdate(group, got) -- starting an update from a non-top-level group means we need to verify this group should even handle updates based on current filters first if not app.RecursiveDirectGroupRequirementsFilter(group) then -- app.PrintDebug("DGU:Filtered",group.hash,group.parent.text) return; end local prevTotal, prevProg = group.total or 0, group.progress or 0; group.total = 0; group.progress = 0; local ItemBindFilter = app.ItemBindFilter; if ItemBindFilter ~= app.NoFilter and ItemBindFilter(group) then app.ItemBindFilter = app.NoFilter; UpdateGroups(group, group.g); -- reapply the previous BoE filter app.ItemBindFilter = ItemBindFilter; else UpdateGroups(group, group.g); end if group.collectible then group.total = group.total + 1; if group.collected then group.progress = group.progress + 1; end end if group.OnUpdate then group.OnUpdate(group); end -- Set proper visibility for the updated group local parent = rawget(group, "parent"); if group.g then SetGroupVisibility(parent, group); else SetThingVisibility(parent, group); end local progChange, totalChange = group.progress - prevProg, group.total - prevTotal; -- Something to change if progChange ~= 0 or totalChange ~= 0 then AdjustParentProgress(group, progChange, totalChange); end -- After completing the Direct Update, setup a soft-update on the affected Window, if any local window = app.RecursiveFirstDirectParentWithField(group, "window"); if window then -- app.PrintDebug("DGU:Callback Update",group.hash,">",window.Suffix,window.Update,window.isQuestChain) DelayedCallback(window.Update, 0.5, window, window.isQuestChain, got); end end app.DirectGroupUpdate = DirectGroupUpdate; end -- Processing Functions -- Helper Methods -- The following Helper Methods are used when you obtain a new appearance. function app.CompletionistItemCollectionHelper(sourceID, oldState) -- Get the source info for this source ID. local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID); if sourceInfo then -- Search ATT for the related sources. local searchResults = SearchForField("s", sourceID); -- Show the collection message. if app.IsReady and app.Settings:GetTooltipSetting("Report:Collected") then if searchResults and #searchResults > 0 then local firstMatch = searchResults[1]; print(format(L["ITEM_ID_ADDED"], firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID)); else -- Use the Blizzard API... We don't have this item in the addon. -- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link. -- So this may show green items where an epic was obtained. (particularly with Legion drops) -- This is okay since items of this type share their appearance regardless of the power of the item. local name, link = GetItemInfo(sourceInfo.itemID); print(format(L["ITEM_ID_ADDED_MISSING"], link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID)); -- Play a sound when a reportable error is found, if any sound setting is enabled app:PlayReportSound(); end Callback(app.PlayFanfare); Callback(app.TakeScreenShot, "Transmog"); end -- Update the groups for the sourceID results UpdateSearchResults(searchResults); end end function app.UniqueModeItemCollectionHelperBase(sourceID, oldState, filter) -- Get the source info for this source ID. local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID); if sourceInfo then -- Go through all of the shared appearances and see if we've "unlocked" any of them. local unlockedSourceIDs, allSources = { sourceID }, C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID); for _,otherSourceID in ipairs(allSources) do -- If this isn't the source we already did work on and we haven't already completed it if otherSourceID ~= sourceID and not ATTAccountWideData.Sources[otherSourceID] then local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID); if otherSourceInfo and filter(otherSourceInfo, allSources) then ATTAccountWideData.Sources[otherSourceID] = otherSourceInfo.isCollected and 1 or 2; tinsert(unlockedSourceIDs, otherSourceID); end end end -- only consider new SourceID as unlocking all shared appearances, otherwise it only unlocks additional appearances -- (i.e. current item was collected in Main Only due to alternate piece, but then learning the raw item itself or something... idk) local newAppearancesLearned = oldState == 0 and #unlockedSourceIDs or (#unlockedSourceIDs - 1); -- Show the collection message if learning this Source actually contributed as a new Unique appearance if app.IsReady and app.Settings:GetTooltipSetting("Report:Collected") then -- Search for the item that actually was unlocked. local searchResults = SearchForField("s", sourceID); if searchResults and #searchResults > 0 then local firstMatch = searchResults[1]; print(format(L[newAppearancesLearned > 0 and "ITEM_ID_ADDED_SHARED" or "ITEM_ID_ADDED"], firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID, newAppearancesLearned)); else -- Use the Blizzard API... We don't have this item in the addon. -- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link. -- So this may show green items where an epic was obtained. (particularly with Legion drops) -- This is okay since items of this type share their appearance regardless of the power of the item. local name, link = GetItemInfo(sourceInfo.itemID); print(format(L[newAppearancesLearned > 0 and "ITEM_ID_ADDED_SHARED_MISSING" or "ITEM_ID_ADDED_MISSING"], link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID, newAppearancesLearned)); -- Play a sound when a reportable error is found, if any sound setting is enabled app:PlayReportSound(); end Callback(app.PlayFanfare); Callback(app.TakeScreenShot, "Transmog"); end -- Update the groups for the sourceIDs UpdateRawIDs("s", unlockedSourceIDs); end end function app.UniqueModeItemCollectionHelper(sourceID, oldState) return app.UniqueModeItemCollectionHelperBase(sourceID, oldState, app.FilterItemSourceUnique); end function app.UniqueModeItemCollectionHelperOnlyMain(sourceID, oldState) return app.UniqueModeItemCollectionHelperBase(sourceID, oldState, app.FilterItemSourceUniqueOnlyMain); end app.ActiveItemCollectionHelper = app.CompletionistItemCollectionHelper; function app.GetNumberOfItemsUntilNextPercentage(progress, total) if total <= progress then return "|c" .. GetProgressColor(1) .. L["YOU_DID_IT"]; else local originalPercent = progress / total; local nextPercent = math.ceil(originalPercent * 100); local roundedPercent = nextPercent * 0.01; local diff = math.ceil(total * (roundedPercent - originalPercent)); if diff < 1 or nextPercent == 100 then return "|c" .. GetProgressColor(1) .. (total - progress) .. L["THINGS_UNTIL"] .. "100%|r"; elseif diff == 1 then return "|c" .. GetProgressColor(roundedPercent) .. diff .. L["THING_UNTIL"] .. nextPercent .. "%|r"; else return "|c" .. GetProgressColor(roundedPercent) .. diff .. L["THINGS_UNTIL"] .. nextPercent .. "%|r"; end end end -- Custom Collectibility do local SLCovenantId; local CCFuncs = { ["NPE"] = function() -- needs mapID to check this if not app.GetCurrentMapID() then return; end -- print("first check"); -- check if the current MapID is in Exile's Reach local maps = { [1409] = 1, [1609] = 1, [1610] = 1, [1611] = 1, [1726] = 1, [1727] = 1 }; -- print("map check",app.CurrentMapID); -- this is an NPE character, so flag the GUID if maps[app.CurrentMapID] then -- print("on map"); return true; -- if character has completed the first NPE quest elseif ((IsQuestFlaggedCompleted(56775) or IsQuestFlaggedCompleted(59926)) -- but not finished the NPE chain and not (IsQuestFlaggedCompleted(60359) or IsQuestFlaggedCompleted(58911))) then -- print("incomplete NPE chain"); return true; end -- otherwise character is not NPE return false; end, ["SL_SKIP"] = function() -- check if quest #62713 is completed. appears to be a HQT concerning whether the character has chosen to skip the SL Storyline return IsQuestFlaggedCompleted(62713) or false; end, ["HOA"] = function() -- check if quest #51211 is completed. Rewards the HoA to the player and permanently switches all possible Azerite rewards local hoa = IsQuestFlaggedCompleted(51211) or false; -- also store the opposite of HOA for easy checks on Azewrong gear app.CurrentCharacter.CustomCollects["~HOA"] = not hoa; -- for now, always assume both HoA qualifications are true so they do not filter app.ActiveCustomCollects["~HOA"] = true; -- not hoa; return true; -- hoa; end, ["SL_COV_KYR"] = function() return SLCovenantId == 1 or SLCovenantId == 0; end, ["SL_COV_VEN"] = function() return SLCovenantId == 2 or SLCovenantId == 0; end, ["SL_COV_NFA"] = function() return SLCovenantId == 3 or SLCovenantId == 0; end, ["SL_COV_NEC"] = function() return SLCovenantId == 4 or SLCovenantId == 0; end, }; -- receives a key and a function which returns the value to be set for -- that key based on the current value and current character local function SetCustomCollectibility(key, func) -- print("SetCustomCollectibility",key); func = func or CCFuncs[key]; local result = func(); if result ~= nil then -- app.PrintDebug("SetCustomCollectibility",key,result); app.CurrentCharacter.CustomCollects[key] = result; app.ActiveCustomCollects[key] = result or app.Settings:Get("CC:"..key); else -- failed attempt to set the CC, try next frame -- app.PrintDebug("SetCustomCollectibility-Fail",key); Callback(SetCustomCollectibility, key, func); end end -- determines whether an object may be considered collectible for the current character based on the 'customCollect' value(s) app.CheckCustomCollects = function(t) -- no customCollect, or Account/Debug mode then disregard if app.MODE_DEBUG_OR_ACCOUNT or not t.customCollect then return true; end local cc = app.ActiveCustomCollects; for _,c in ipairs(t.customCollect) do if not cc[c] then return false; end end return true; end -- Performs the necessary checks to determine any 'customCollect' settings the current character should have applied app.RefreshCustomCollectibility = function() -- print("RefreshCustomCollectibility",app.IsReady) if not app.IsReady then Callback(app.RefreshCustomCollectibility); return; end -- clear existing custom collects wipe(app.ActiveCustomCollects); -- do one-time per character custom visibility check(s) -- Exile's Reach (New Player Experience) SetCustomCollectibility("NPE"); -- Shadowlands Skip SetCustomCollectibility("SL_SKIP"); -- Heart of Azeroth SetCustomCollectibility("HOA"); -- print("Current Covenant",SLCovenantId); -- Show all Covenants if not yet selected SLCovenantId = C_Covenants.GetActiveCovenantID(); -- Shadowlands Covenant: Kyrian SetCustomCollectibility("SL_COV_KYR"); -- Shadowlands Covenant: Venthyr SetCustomCollectibility("SL_COV_VEN"); -- Shadowlands Covenant: Night Fae SetCustomCollectibility("SL_COV_NFA"); -- Shadowlands Covenant: Necrolord SetCustomCollectibility("SL_COV_NEC"); end end -- Custom Collectibility local function MinimapButtonOnClick(self, button) if button == "RightButton" then app.Settings:Open(); else -- Left Button if IsShiftKeyDown() then app.RefreshCollections(); elseif IsAltKeyDown() or IsControlKeyDown() then app.ToggleMiniListForCurrentZone(); else app.ToggleMainList(); end end end local function MinimapButtonOnEnter(self) local reference = app:GetDataCache(); GameTooltip:SetOwner(self, "ANCHOR_LEFT"); GameTooltip:ClearLines(); GameTooltip:AddDoubleLine(reference.text, GetProgressColorText(reference.progress, reference.total)); GameTooltip:AddDoubleLine(reference.mb_title1, reference.mb_title2, 1, 1, 1); GameTooltip:AddLine(L["DESCRIPTION"], 0.4, 0.8, 1, 1); GameTooltip:AddLine(L["MINIMAP_MOUSEOVER_TEXT"], 1, 1, 1); GameTooltip:Show(); GameTooltipIcon:SetSize(72,72); GameTooltipIcon:ClearAllPoints(); GameTooltipIcon:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0); GameTooltipIcon.icon:SetTexture(reference.preview or reference.icon); local texcoord = reference.previewtexcoord or reference.texcoord; if texcoord then GameTooltipIcon.icon:SetTexCoord(texcoord[1], texcoord[2], texcoord[3], texcoord[4]); else GameTooltipIcon.icon:SetTexCoord(0, 1, 0, 1); end GameTooltipIcon:Show(); end local function MinimapButtonOnLeave() GameTooltip:Hide(); GameTooltipIcon.icon.Background:Hide(); GameTooltipIcon.icon.Border:Hide(); GameTooltipIcon:Hide(); GameTooltipModel:Hide(); end local function CreateMinimapButton() -- Create the Button for the Minimap frame. Create a local and non-local copy. local size = app.Settings:GetTooltipSetting("MinimapSize"); local button = CreateFrame("BUTTON", app:GetName() .. "-Minimap", Minimap); button:SetPoint("CENTER", 0, 0); button:SetFrameStrata("HIGH"); button:SetMovable(true); button:EnableMouse(true); button:RegisterForDrag("LeftButton", "RightButton"); button:RegisterForClicks("LeftButtonUp", "RightButtonUp"); button:SetSize(size, size); -- Create the Button Texture local texture = button:CreateTexture(nil, "BACKGROUND"); texture:SetATTSprite("base_36x36", 429, 217, 36, 36, 512, 256); --texture:SetATTSprite("in_game_logo", 430, 75, 53, 59, 512, 256); --texture:SetScale(53 / 64, 59 / 64); texture:SetPoint("CENTER", 0, 0); texture:SetAllPoints(); button.texture = texture; -- Create the Button Texture local oldtexture = button:CreateTexture(nil, "BACKGROUND"); oldtexture:SetPoint("CENTER", 0, 0); oldtexture:SetTexture(L["LOGO_SMALL"]); oldtexture:SetSize(21, 21); oldtexture:SetTexCoord(0,1,0,1); button.oldtexture = oldtexture; -- Create the Button Tracking Border local border = button:CreateTexture(nil, "BORDER"); border:SetTexture("Interface\\Minimap\\MiniMap-TrackingBorder"); border:SetPoint("CENTER", 12, -12); border:SetSize(56, 56); button.border = border; button.UpdateStyle = function(self) if app.Settings:GetTooltipSetting("MinimapStyle") then self:SetHighlightTexture("Interface\\Minimap\\UI-Minimap-ZoomButton-Highlight", "ADD"); self:GetHighlightTexture():SetTexCoord(0,1,0,1); self:GetHighlightTexture():SetAlpha(1); self.texture:Hide(); self.oldtexture:Show(); self.border:Show(); else self:SetATTHighlightSprite("epic_36x36", 297, 215, 36, 36, 512, 256):SetAlpha(0.2); self.texture:Show(); self.oldtexture:Hide(); self.border:Hide(); end end button:UpdateStyle(); -- Button Configuration local radius = 100; local rounding = 10; local MinimapShapes = { -- quadrant booleans (same order as SetTexCoord) -- {bottom-right, bottom-left, top-right, top-left} -- true = rounded, false = squared ["ROUND"] = {true, true, true, true }, ["SQUARE"] = {false, false, false, false}, ["CORNER-TOPLEFT"] = {false, false, false, true }, ["CORNER-TOPRIGHT"] = {false, false, true, false}, ["CORNER-BOTTOMLEFT"] = {false, true, false, false}, ["CORNER-BOTTOMRIGHT"] = {true, false, false, false}, ["SIDE-LEFT"] = {false, true, false, true }, ["SIDE-RIGHT"] = {true, false, true, false}, ["SIDE-TOP"] = {false, false, true, true }, ["SIDE-BOTTOM"] = {true, true, false, false}, ["TRICORNER-TOPLEFT"] = {false, true, true, true }, ["TRICORNER-TOPRIGHT"] = {true, false, true, true }, ["TRICORNER-BOTTOMLEFT"] = {true, true, false, true }, ["TRICORNER-BOTTOMRIGHT"] = {true, true, true, false}, }; button.update = function(self) local position = GetDataMember("Position", -10.31); local angle = math.rad(position) -- determine position on your own local x, y local cos = math.cos(angle) local sin = math.sin(angle) local q = 1; if cos < 0 then q = q + 1; -- lower end if sin > 0 then q = q + 2; -- right end if MinimapShapes[GetMinimapShape and GetMinimapShape() or "ROUND"][q] then x = cos*radius; y = sin*radius; else local diagRadius = math.sqrt(2*(radius)^2)-rounding x = math.max(-radius, math.min(cos*diagRadius, radius)) y = math.max(-radius, math.min(sin*diagRadius, radius)) end self:SetPoint("CENTER", "Minimap", "CENTER", -x, y); end local update = function(self) local w, x = GetCursorPosition(); local y, z = Minimap:GetLeft(), Minimap:GetBottom(); local s = UIParent:GetScale(); w = y - w / s + 70; x = x / s - z - 70; SetDataMember("Position", math.deg(math.atan2(x, w))); self:Raise(); self:update(); end -- Register for Frame Events button:SetScript("OnDragStart", function(self) self:SetScript("OnUpdate", update); end); button:SetScript("OnDragStop", function(self) self:SetScript("OnUpdate", nil); end); button:SetScript("OnEnter", MinimapButtonOnEnter); button:SetScript("OnLeave", MinimapButtonOnLeave); button:SetScript("OnClick", MinimapButtonOnClick); button:update(); button:Show(); return button; end app.CreateMinimapButton = CreateMinimapButton; function app:CreateMiniListForGroup(group) -- Pop Out Functionality! :O local suffix = BuildSourceTextForChat(group, 1) -- this portion is to ensure that custom slash command popouts have a unique name based on the stand-alone group (no parent) .. " > " .. (group.text or "") .. (group.key or "NO_KEY") .. (group.key and group[group.key] or "NO_KEY_VAL") ..(app.RecursiveFirstParentWithField(group, "dynamic") or ""); local popout = app.Windows[suffix]; local showing = not popout or not popout:IsVisible(); -- force data to be re-collected if this is a quest chain since its logic is affected by settings if group.questID or group.sourceQuests then popout = nil; end -- app.PrintDebug("Popout for",suffix,"showing?",showing) if not popout then popout = app:GetWindow(suffix); -- make a search for this group if it is an item/currency/achievement and not already a container for things if not group.g and not group.criteriaID and (group.itemID or group.currencyID or group.achievementID) then local cmd = group.link or group.key .. ":" .. group[group.key]; app.SetSkipPurchases(2); group = GetCachedSearchResults(cmd, SearchForLink, cmd); app.SetSkipPurchases(0); end -- clone/search initially so as to not let popout operations modify the source data group = CreateObject(group); -- Insert the data group into the Raw Data table. popout:SetData(group); -- being a search result means it has already received certain processing if not group.isBaseSearchResult then app.SetSkipPurchases(2); app.FillGroups(group); app.SetSkipPurchases(0); end -- This logic allows for nested searches of groups within a popout to be returned as the root search which resets the parent -- if not group.isBaseSearchResult then -- -- make a search for this group if it is an item/currency and not already a container for things -- if not group.g and (group.itemID or group.currencyID) then -- local cmd = group.key .. ":" .. group[group.key]; -- group = GetCachedSearchResults(cmd, SearchForLink, cmd); -- else -- group = CloneData(group); -- end -- end -- if popping out a thing with a sourced parent, generate a Source group to allow referencing the Source of the thing directly app.BuildSourceParent(group); -- if popping out a thing with a Cost, generate a Cost group to allow referencing the Cost things directly app.BuildCost(group); -- TODO: Crafting Information -- TODO: Lock Criteria -- custom Update method for the popout so we don't have to force refresh popout.Update = function(self, force, got) -- app.PrintDebug("Update.ExpireTime", self.Suffix, force, got) -- mark the popout to expire after 5 min from now if it is visible if self:IsVisible() then self.ExpireTime = time() + 300; -- app.PrintDebug("Expire Refreshed",popout.Suffix) end self:BaseUpdate(force or got, got); end -- popping out something without a source, try to determine it on-the-fly using same logic as harvester -- TODO: modify parser to include known sources for unsorted before commenting this back in -- if not group.s or group.s == 0 then -- local s, dressable = GetSourceID(group.text, group.itemID); -- if dressable and s and s > 0 then -- app.report("Item",group.itemID,group.modID,"is missing SourceID",s); -- group.s = s; -- end -- end -- Create groups showing Appearance information if group.s then -- print(group.__type) -- app.PrintGroup(group) -- source without an item, try to generate the valid item link for it if not group.itemID and not group.artifactID then app.ImportRawLink(group, app.DetermineItemLink(group.s)); -- if we found a Item link, save it into ATTHarvestItems for ease of use (don't need to add Item, parse, Havrest, add harvest, parse) app.SaveHarvestSource(group); end -- Attempt to get information about the source ID. local sourceInfo = C_TransmogCollection_GetSourceInfo(group.s); if sourceInfo then -- print("Source Info on popout") -- app.PrintTable(sourceInfo) -- Show a list of all of the Shared Appearances. local g = {}; -- Go through all of the shared appearances and see if we've "unlocked" any of them. for _,otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do -- If this isn't the source we already did work on and we haven't already completed it if otherSourceID ~= group.s then local shared = app.SearchForMergedObject("s", otherSourceID); if shared then shared = CreateObject(shared, true); shared.hideText = true; tinsert(g, shared); -- print("ATT Appearance:",shared.hash,shared.modItemID) else local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID); -- print("Missing Appearance") -- app.PrintTable(otherSourceInfo) if otherSourceInfo then -- TODO: this can create an item link whose appearance is actually different than the SourceID's Visual local newItem = app.CreateItemSource(otherSourceID, otherSourceInfo.itemID); newItem.collectible = (otherSourceInfo.quality or 0) > 1; if otherSourceInfo.isCollected then ATTAccountWideData.Sources[otherSourceID] = 1; newItem.collected = true; end tinsert(g, newItem); end end end end local appearanceGroup; if #g > 0 then appearanceGroup = { ["text"] = L["SHARED_APPEARANCES_LABEL"], ["description"] = L["SHARED_APPEARANCES_LABEL_DESC"], ["icon"] = "Interface\\Icons\\Achievement_GarrisonFollower_ItemLevel650.blp", ["g"] = g, ["OnUpdate"] = app.AlwaysShowUpdate, ["sourceIgnored"] = true, }; else appearanceGroup = { ["text"] = L["UNIQUE_APPEARANCE_LABEL"], ["description"] = L["UNIQUE_APPEARANCE_LABEL_DESC"], ["icon"] = "Interface\\Icons\\ACHIEVEMENT_GUILDPERK_EVERYONES A HERO.blp", ["OnUpdate"] = app.AlwaysShowUpdate, ["sourceIgnored"] = true, }; end -- add the group showing the Appearance information for this popout if group.g then tinsert(group.g, appearanceGroup) else group.g = { appearanceGroup } end end -- Determine if this source is part of a set or two. local allSets = {}; local sourceSets = {}; local GetVariantSets = C_TransmogSets.GetVariantSets; local GetAllSourceIDs = C_TransmogSets.GetAllSourceIDs; for i,data in ipairs(C_TransmogSets.GetAllSets()) do local sources = GetAllSourceIDs(data.setID); if #sources > 0 then allSets[data.setID] = sources; end for j,sourceID in ipairs(sources) do local s = sourceSets[sourceID]; if not s then s = {}; sourceSets[sourceID] = s; end s[data.setID] = 1; end local variants = GetVariantSets(data.setID); if type(variants) == "table" then for j,data in ipairs(variants) do local sources = GetAllSourceIDs(data.setID); if #sources > 0 then allSets[data.setID] = sources; end for k, sourceID in ipairs(sources) do local s = sourceSets[sourceID]; if not s then s = {}; sourceSets[sourceID] = s; end s[data.setID] = 1; end end end end local data, g = sourceSets[group.s]; if data then for setID,value in pairs(data) do g = {}; setID = tonumber(setID); for _,sourceID in ipairs(allSets[setID]) do local search = app.SearchForMergedObject("s", sourceID); if search then search = CreateObject(search, true); search.hideText = true; tinsert(g, search); else local otherSourceInfo = C_TransmogCollection_GetSourceInfo(sourceID); if otherSourceInfo and (otherSourceInfo.quality or 0) > 1 then -- TODO: this can create an item link whose appearance is actually different than the SourceID's Visual local newItem = app.CreateItemSource(sourceID, otherSourceInfo.itemID); if otherSourceInfo.isCollected then ATTAccountWideData.Sources[sourceID] = 1; newItem.collected = true; end tinsert(g, newItem); end end end -- add the group showing the related Set information for this popout if not group.g then group.g = { app.CreateGearSet(setID, { ["OnUpdate"] = app.AlwaysShowUpdate, ["sourceIgnored"] = true, ["g"] = g }) } else tinsert(group.g, app.CreateGearSet(setID, { ["OnUpdate"] = app.AlwaysShowUpdate, ["sourceIgnored"] = true, ["g"] = g })) end end end end if showing and ((group.key == "questID" and group.questID) or group.sourceQuests) then -- if the group was created from a popout and thus contains its own pre-req quests already, then clean out direct quest entries from the group if group.g then local noQuests = {}; for _,g in pairs(group.g) do if g.key ~= "questID" then tinsert(noQuests, g); end end group.g = noQuests; end -- Create a copy of the root group local root = CreateObject(group); local g = { root }; popout.isQuestChain = true; -- Check to see if Source Quests are listed elsewhere. if group.questID and not group.sourceQuests then local questID = group.questID; local qs = SearchForField("questID", group.questID); if qs and #qs > 1 then local i, sq = #qs; while not sq and i > 0 do -- found another group with this questID that has sourceQuests listed if qs[i].questID == questID and qs[i].sourceQuests then sq = qs[i]; end i = i - 1; end if sq then root = CloneData(sq); root.g = g; g = { root }; end end end -- Show Quest Prereqs if root.sourceQuests then -- local gTop; local useNested = app.Settings:GetTooltipSetting("QuestChain:Nested"); if useNested then -- clean out the sub-groups of the root since it will be listed at the top of the popout -- root.g = nil; -- gTop = app.NestSourceQuests(root).g or {}; else local sourceQuests, sourceQuest, subSourceQuests, prereqs = root.sourceQuests; local addedQuests = {}; while sourceQuests and #sourceQuests > 0 do subSourceQuests = {}; prereqs = {}; for i,sourceQuestID in ipairs(sourceQuests) do if not addedQuests[sourceQuestID] then addedQuests[sourceQuestID] = true; local qs = sourceQuestID < 1 and SearchForField("creatureID", math.abs(sourceQuestID)) or SearchForField("questID", sourceQuestID); if qs and #qs > 0 then local i, sq = #qs; while not sq and i > 0 do if qs[i].questID == sourceQuestID then sq = qs[i]; end i = i - 1; end -- just throw every sourceQuest into groups since it's specific questID? -- continue to force collectible though even without quest tracking since it's a temp window -- only reason to include altQuests in search was because of A/H questID usage, which is now cleaned up for quest objects local found = nil; if sq and sq.questID then if sq.parent and sq.parent.questID == sq.questID then sq = sq.parent; end found = sq; end if found -- ensure the character meets the custom collect for the quest and app.CheckCustomCollects(found) -- ensure the current settings do not filter the quest and app.RecursiveGroupRequirementsFilter(found) then sourceQuest = CloneData(found); sourceQuest.visible = true; sourceQuest.hideText = true; if found.sourceQuests and #found.sourceQuests > 0 and (not found.saved or app.CollectedItemVisibilityFilter(sourceQuest)) then -- Mark the sub source quest IDs as marked (as the same sub quest might point to 1 source quest ID) for j, subsourceQuests in ipairs(found.sourceQuests) do subSourceQuests[subsourceQuests] = true; end end else sourceQuest = nil; end elseif sourceQuestID > 0 then -- Create a Quest Object. sourceQuest = app.CreateQuest(sourceQuestID, { ['visible'] = true, ['collectible'] = true, ['hideText'] = true }); else -- Create a NPC Object. sourceQuest = app.CreateNPC(math.abs(sourceQuestID), { ['visible'] = true, ['hideText'] = true }); end -- If the quest was valid, attach it. if sourceQuest then tinsert(prereqs, sourceQuest); end end end -- Convert the subSourceQuests table into an array sourceQuests = {}; if #prereqs > 0 then for sourceQuestID,i in pairs(subSourceQuests) do tinsert(sourceQuests, tonumber(sourceQuestID)); end -- print("Shifted pre-reqs down & next sq layer",#prereqs) -- app.PrintTable(sourceQuests) -- print("---") tinsert(prereqs, { ["text"] = L["UPON_COMPLETION"], ["description"] = L["UPON_COMPLETION_DESC"], ["icon"] = "Interface\\Icons\\Spell_Holy_MagicalSentry.blp", ["visible"] = true, ["expanded"] = true, ["g"] = g, ["hideText"] = true }); g = prereqs; end end -- Clean up the recursive hierarchy. (this removed duplicates) sourceQuests = {}; prereqs = g; while prereqs and #prereqs > 0 do for i=#prereqs,1,-1 do local o = prereqs[i]; if o.key then sourceQuest = o.key .. o[o.key]; if sourceQuests[sourceQuest] then -- Already exists in the hierarchy. Uh oh. table.remove(prereqs, i); else sourceQuests[sourceQuest] = true; end end end if #prereqs > 1 then prereqs = prereqs[#prereqs]; if prereqs then prereqs = prereqs.g; end else prereqs = prereqs[#prereqs]; if prereqs then prereqs = prereqs.g; end end end -- Clean up standalone "Upon Completion" headers. prereqs = g; repeat local n = #prereqs; local lastprereq = prereqs[n]; if lastprereq.text == "Upon Completion" and n > 1 then table.remove(prereqs, n); local g = prereqs[n-1].g; if not g then g = {}; prereqs[n-1].g = g; end if lastprereq.g then for i,data in ipairs(lastprereq.g) do tinsert(g, data); end end prereqs = g; else prereqs = lastprereq.g; end until not prereqs or #prereqs < 1; end local questChainHeader = { ["text"] = useNested and L["NESTED_QUEST_REQUIREMENTS"] or L["QUEST_CHAIN_REQ"], ["description"] = L["QUEST_CHAIN_REQ_DESC"], ["icon"] = "Interface\\Icons\\Spell_Holy_MagicalSentry.blp", ["OnUpdate"] = app.AlwaysShowUpdate, ["sourceIgnored"] = true, -- copy any sourceQuests into the header incase the root is not actually a quest ["sourceQuests"] = root.sourceQuests, }; NestObject(group, questChainHeader); if useNested then app.NestSourceQuestsV2(questChainHeader, group.questID); -- Sort by the totals of the quest chain on the next game frame Callback(app.Sort, questChainHeader.g, app.SortDefaults.Total, true); else questChainHeader.g = g; end questChainHeader.sourceQuests = nil; end end popout.data.hideText = true; popout.data.visible = true; popout:BuildData(); -- always expand all groups on initial creation ExpandGroupsRecursively(popout.data, true, true); -- Adjust some update/refresh logic if this is a Quest Chain window if popout.isQuestChain then local oldUpdate = popout.Update; popout.Update = function(self, ...) -- app.PrintDebug("Update.isQuestChain", self.Suffix, ...) local oldQuestAccountWide = app.AccountWideQuests; local oldQuestCollection = app.CollectibleQuests; app.CollectibleQuests = true; app.AccountWideQuests = false; oldUpdate(self, ...); app.CollectibleQuests = oldQuestCollection; app.AccountWideQuests = oldQuestAccountWide; end; local oldRefresh = popout.Refresh; popout.Refresh = function(self, ...) -- app.PrintDebug("Refresh.isQuestChain", self.Suffix, ...) local oldQuestAccountWide = app.AccountWideQuests; local oldQuestCollection = app.CollectibleQuests; app.CollectibleQuests = true; app.AccountWideQuests = false; oldRefresh(self, ...); app.CollectibleQuests = oldQuestCollection; app.AccountWideQuests = oldQuestAccountWide; end; -- Populate the Quest Rewards -- think this causes quest popouts to somehow break... -- app.TryPopulateQuestRewards(group) -- Then trigger a soft update of the window afterwards DelayedCallback(popout.Update, 0.25, popout); end end popout:Toggle(true); return popout; end -- Panel Class Library (function() -- Shared Panel Functions local function OnCloseButtonPressed(self) self:GetParent():Hide(); end local function SetVisible(self, show, forceUpdate) if show then self:Show(); -- apply window position from profile app.Settings.SetWindowFromProfile(self.Suffix); self:Update(forceUpdate); else self:Hide(); end end local function Toggle(self, forceUpdate) return SetVisible(self, not self:IsVisible(), forceUpdate); end app.Windows = {}; app._UpdateWindows = function(force, got) -- app.PrintDebug("_UpdateWindows",force,got) app._LastUpdateTime = GetTimePreciseSec(); app.FunctionRunner.SetPerFrame(1); local Run = app.FunctionRunner.Run; for _,window in pairs(app.Windows) do Run(window.Update, window, force, got); end end function app:UpdateWindows(force, got) -- no need to update windows when a refresh is pending if app.refreshDataQueued then return; end AfterCombatOrDelayedCallback(app._UpdateWindows, 0.1, force, got); end app._RefreshWindows = function() -- app.PrintDebug("_RefreshWindows") for _,window in pairs(app.Windows) do window:Refresh(); end -- app.PrintDebugPrior("_RefreshWindows") end function app:RefreshWindows() -- no need to update windows when a refresh is pending if app.refreshDataQueued then return; end AfterCombatOrDelayedCallback(app._RefreshWindows, 0.1); end local function ClearRowData(self) self.ref = nil; self.Background:Hide(); self.Texture:Hide(); self.Texture.Background:Hide(); self.Texture.Border:Hide(); self.Indicator:Hide(); self.Summary:Hide(); self.Label:Hide(); end local function CalculateRowBack(data) if data.back then return data.back; end if data.parent then return CalculateRowBack(data.parent) * 0.5; else return 0; end end local function CalculateRowIndent(data) if data.indent then return data.indent; end if data.parent then return CalculateRowIndent(data.parent) + 1; else return 0; end end local function AdjustRowIndent(row, indentAdjust) if row.Indicator then local _, _, _, x = row.Indicator:GetPoint(2); row.Indicator:SetPoint("LEFT", row, "LEFT", x - indentAdjust, 0); end if row.Texture then -- only ever LEFT point set local _, _, _, x = row.Texture:GetPoint(2); -- print("row texture at",x) row.Texture:SetPoint("LEFT", row, "LEFT", x - indentAdjust, 0); else -- only ever LEFT point set local _, _, _, x = row.Label:GetPoint(1); -- print("row label at",x) row.Label:SetPoint("LEFT", row, "LEFT", x - indentAdjust, 0); end end local function SetRowData(self, row, data) ClearRowData(row); if data then local text = data.text; if not text or text == RETRIEVING_DATA then text = RETRIEVING_DATA; self.processingLinks = true; elseif string.find(text, "%[%]") then -- This means the link is still rendering text = RETRIEVING_DATA; self.processingLinks = true; -- WARNING: DEV ONLY START -- no or bad sourceID or requested to reSource and is of a proper source-able quality elseif data.reSource then if not data.q or data.q > 1 then -- If it doesn't, the source ID will need to be harvested. local s, success = GetSourceID(text) or (data.artifactID and data.s); if s and s > 0 then -- only save the source if it is different than what we already have if not data.s or data.s < 1 or data.s ~= s or (data.artifactID and data.s) then print("SourceID Update",data.text,data.s,"=>",s); -- print(GetItemInfo(text)) data.s = s; if data.collected then data.parent.progress = data.parent.progress + 1; end if data.artifactID then local artifact = AllTheThingsArtifactsItems[data.artifactID]; if not artifact then artifact = {}; end artifact[data.isOffHand and 1 or 2] = s; AllTheThingsArtifactsItems[data.artifactID] = artifact; else app.SaveHarvestSource(data); end end elseif success then print("Success without a SourceID", text); else -- print("NARP", text); data.s = nil; data.parent.total = data.parent.total - 1; end end data.reSource = nil; end -- WARNING: DEV ONLY END local leftmost, relative, iconSize, rowPad = row, "LEFT", 16, 8; local x = CalculateRowIndent(data) * rowPad + rowPad; row.indent = x; local back = CalculateRowBack(data); row.ref = data; if back then row.Background:SetAlpha(back or 0.2); row.Background:Show(); end local rowIndicator = row.Indicator; if SetIndicatorIcon(rowIndicator, data) then rowIndicator:SetPoint("LEFT", leftmost, relative, x - iconSize, 0); rowIndicator:Show(); -- row.indent = row.indent - iconSize; end local rowTexture = row.Texture; if SetPortraitIcon(rowTexture, data) then rowTexture.Background:SetPoint("TOPLEFT", rowTexture); rowTexture.Border:SetPoint("TOPLEFT", rowTexture); rowTexture:SetPoint("LEFT", leftmost, relative, x, 0); rowTexture:SetWidth(rowTexture:GetHeight()); rowTexture:Show(); leftmost = rowTexture; relative = "RIGHT"; x = rowPad / 2; end local summary = GetProgressTextForRow(data) or "---"; -- local iconAdjust = summary and string.find(summary, "|T") and -1 or 0; local specs = data.specs; if specs and #specs > 0 then summary = GetSpecsString(specs, false, false) .. summary; -- iconAdjust = iconAdjust - #specs; end local rowSummary = row.Summary; local rowLabel = row.Label; rowSummary:SetText(summary); -- for whatever reason, the Client does not properly align the Points when textures are used within the 'text' of the object, with each texture added causing a 1px offset on alignment -- 2022-03-15 It seems as of recently that text with textures now render properly without the need for a manual adjustment. Will leave the logic in here until confirmed for others as well -- rowSummary:SetPoint("RIGHT", iconAdjust, 0); rowSummary:SetPoint("RIGHT"); rowSummary:Show(); rowLabel:SetPoint("LEFT", leftmost, relative, x, 0); if rowSummary and rowSummary:IsShown() then rowLabel:SetPoint("RIGHT", rowSummary, "LEFT", 0, 0); else rowLabel:SetPoint("RIGHT"); end rowLabel:SetText(text); if data.font then rowLabel:SetFontObject(data.font); rowSummary:SetFontObject(data.font); else rowLabel:SetFontObject("GameFontNormal"); rowSummary:SetFontObject("GameFontNormal"); end row:SetHeight(select(2, rowLabel:GetFont()) + 4); rowLabel:Show(); row:Show(); else row:Hide(); end end local CreateRow; local function Refresh(self) if not app.IsReady or not self:IsVisible() then return; end -- app.PrintDebug("Refresh:",self.Suffix) if self:GetHeight() > 64 then self.ScrollBar:Show(); else self.ScrollBar:Hide(); end if self:GetHeight() < 40 then self.CloseButton:Hide(); self.Grip:Hide(); else self.CloseButton:Show(); self.Grip:Show(); end -- If there is no raw data, then return immediately. local rowData = rawget(self, "rowData"); if not rowData then return; end -- Make it so that if you scroll all the way down, you have the ability to see all of the text every time. local totalRowCount = #rowData; if totalRowCount <= 0 then return; end -- Fill the remaining rows up to the (visible) row count. local container, rowCount, totalHeight, windowPad, minIndent = self.Container, 0, 0, 8; local current = math.max(1, math.min(self.ScrollBar.CurrentValue, totalRowCount)); -- Ensure that the first row doesn't move out of position. local row = rawget(container.rows, 1) or CreateRow(container); SetRowData(self, row, rawget(rowData, 1)); local containerHeight = container:GetHeight(); totalHeight = totalHeight + row:GetHeight(); current = current + 1; rowCount = rowCount + 1; for i=2,totalRowCount do row = rawget(container.rows, i) or CreateRow(container); SetRowData(self, row, rawget(rowData, current)); -- track the minimum indentation within the set of rows so they can be adjusted later if row.indent and (not minIndent or row.indent < minIndent) then minIndent = row.indent; -- print("new minIndent",minIndent) end totalHeight = totalHeight + row:GetHeight(); if totalHeight > containerHeight then break; else current = current + 1; rowCount = rowCount + 1; end end -- Readjust the indent of visible rows -- if there's actually an indent to adjust on top row (due to possible indicator) row = rawget(container.rows, 1); if row.indent ~= windowPad then AdjustRowIndent(row, row.indent - windowPad); -- increase the window pad extra for sub-rows so they will indent slightly more than the header row with indicator windowPad = windowPad + 8; else windowPad = windowPad + 4; end -- local headerAdjust = 0; -- if startIndent ~= 8 then -- -- header only adjust -- headerAdjust = startIndent - 8; -- print("header adjust",headerAdjust) -- row = rawget(container.rows, 1); -- AdjustRowIndent(row, headerAdjust); -- end -- adjust remaining rows to align on the left if minIndent and minIndent ~= windowPad then -- print("minIndent",minIndent,windowPad) local adjust = minIndent - windowPad; for i=2,rowCount do row = rawget(container.rows, i); AdjustRowIndent(row, adjust); end end -- Hide the extra rows if any exist for i=math.max(2, rowCount + 1),#container.rows do row = rawget(container.rows, i); ClearRowData(row); row:Hide(); end -- Every possible row is visible if totalRowCount - rowCount < 1 then -- app.PrintDebug("Hide scrollbar") self.ScrollBar:SetMinMaxValues(1, 1); self.ScrollBar:SetStepsPerPage(0); self.ScrollBar:Hide(); else -- self.ScrollBar:Show(); totalRowCount = totalRowCount + 1; self.ScrollBar:SetMinMaxValues(1, totalRowCount - rowCount); self.ScrollBar:SetStepsPerPage(rowCount - 1); end -- If this window has an UpdateDone method which should process after the Refresh is complete if self.UpdateDone then -- print("Refresh-UpdateDone",self.Suffix) Callback(self.UpdateDone, self); -- If the rows need to be processed again, do so next update. elseif self.processingLinks then -- print("Refresh-processingLinks",self.Suffix) Callback(self.Refresh, self); self.processingLinks = nil; end -- app.PrintDebugPrior("Refreshed:",self.Suffix) end local function IsSelfOrChild(self, focus) -- This function helps validate that the focus is within the local hierarchy. return focus and (self == focus or IsSelfOrChild(self, focus:GetParent())); end local function StopMovingOrSizing(self) self:StopMovingOrSizing(); self.isMoving = nil; -- store the window position if the window is visible (this is called on new popouts prior to becoming visible for some reason) if self:IsVisible() then self:StorePosition(); end end local function StartMovingOrSizing(self, fromChild) if not self:IsMovable() and not self:IsResizable() or self.isLocked then return end if self.isMoving then StopMovingOrSizing(self); else self.isMoving = true; if ((select(2, GetCursorPosition()) / self:GetEffectiveScale()) < math.max(self:GetTop() - 40, self:GetBottom() + 10)) then self:StartSizing(); Push(self, "StartMovingOrSizing (Sizing)", function() if self.isMoving then -- keeps the rows within the window fitting to the window as it resizes self:Refresh(); return true; end end); elseif self:IsMovable() then self:StartMoving(); end end end local StoreWindowPosition = function(self) if AllTheThingsProfiles then if self.isLocked or self.lockPersistable then local key = app.Settings:GetProfile(); local profile = AllTheThingsProfiles.Profiles[key]; if not profile.Windows then profile.Windows = {}; end -- re-save the window position by point anchors local points = {}; profile.Windows[self.Suffix] = points; for i=1,self:GetNumPoints() do local point, _, refPoint, x, y = self:GetPoint(i); points[i] = { Point = point, PointRef = refPoint, X = math.floor(x), Y = math.floor(y) }; end points.Width = math.floor(self:GetWidth()); points.Height = math.floor(self:GetHeight()); points.Locked = self.isLocked or nil; -- print("saved window",self.Suffix) -- app.PrintTable(points) else -- a window which was potentially saved due to being locked, but is now being unlocked (unsaved) -- print("removing stored window",self.Suffix) local key = app.Settings:GetProfile(); local profile = AllTheThingsProfiles.Profiles[key]; if profile and profile.Windows then profile.Windows[self.Suffix] = nil; end end end end -- Adds ATT information about the list of Quests into the provided tooltip local function AddQuestInfoToTooltip(tooltip, quests) if quests and tooltip.AddLine then local text, mapID; for _,q in ipairs(quests) do text = GetCompletionIcon(q.saved) .. " [" .. q.questID .. "] " .. (q.text or RETRIEVING_DATA); mapID = q.mapID or (q.maps and q.maps[1]) or (q.coord and q.coord[3]) or (q.coords and q.coords[1] and q.coords[1][3]); if mapID then text = text .. " (" .. (app.GetMapName(mapID) or RETRIEVING_DATA) .. ")"; end tooltip:AddLine(text); end end end -- Returns true if any subgroup of the provided group is currently expanded, otherwise nil local function HasExpandedSubgroup(group) if group and group.g then for _,subgroup in ipairs(group.g) do -- dont need recursion since a group has to be expanded for a subgroup to be visible within it if subgroup.expanded then return true; end end end end local RowOnEnter, RowOnLeave; local function RowOnClick(self, button) local reference = self.ref; if reference then -- If the row data itself has an OnClick handler... execute that first. if reference.OnClick and reference.OnClick(self, button) then return true; end local window = self:GetParent():GetParent(); -- All non-Shift Right Clicks open a mini list or the settings. if button == "RightButton" then -- Plot waypoints, not from window header unless a popout window if IsAltKeyDown() and (self.index > 0 or window.ExpireTime) then AddTomTomWaypoint(reference); elseif IsShiftKeyDown() then if app.Settings:GetTooltipSetting("Sort:Progress") then app.print("Sorting selection by total progress..."); StartCoroutine("Sorting", function() app.SortGroup(reference, "progress", self, false) end); else app.print("Sorting selection alphabetically..."); StartCoroutine("Sorting", function() app.SortGroup(reference, "name", self, false) end); end else if self.index > 0 then if reference.__dlo then -- clone the underlying object of the DLO and create a popout of that instead of the DLO itself app:CreateMiniListForGroup(reference.__o); return; end app:CreateMiniListForGroup(reference); else app.Settings:Open(); end end else if IsShiftKeyDown() then -- If we're at the Auction House if AuctionFrame and AuctionFrame:IsShown() then -- Auctionator Support if Atr_SearchAH then if reference.g and #reference.g > 0 then local missingItems = SearchForMissingItemNames(reference); if #missingItems > 0 then Atr_SelectPane(3); Atr_SearchAH(L["TITLE"], missingItems, LE_ITEM_CLASS_ARMOR); return true; end app.print(L["AH_SEARCH_NO_ITEMS_FOUND"]); else local name = reference.name; if name then Atr_SelectPane(3); --Atr_SearchAH(name, { name }); Atr_SetSearchText (name); Atr_Search_Onclick (); return true; end app.print(L["AH_SEARCH_BOE_ONLY"]); end return true; elseif TSMAPI and TSMAPI.Auction then if reference.g and #reference.g > 0 then local missingItems = SearchForMissingItems(reference); if #missingItems > 0 then local itemList, search = {}; for i,group in ipairs(missingItems) do search = group.tsm or TSMAPI.Item:ToItemString(group.link or group.itemID); if search then itemList[search] = BuildSourceTextForTSM(group, 0); end end app:ShowPopupDialog(L["TSM_WARNING_1"] .. L["TITLE"] .. L["TSM_WARNING_2"], function() TSMAPI.Groups:CreatePreset(itemList); app.print(L["PRESET_UPDATE_SUCCESS"]); if not TSMAPI.Operations:GetFirstByItem(search, "Shopping") then print(L["SHOPPING_OP_MISSING_1"]); print(L["SHOPPING_OP_MISSING_2"]); end end); return true; end app.print(L["AH_SEARCH_NO_ITEMS_FOUND"]); else -- Attempt to search manually with the link. local link = reference.link or reference.silentLink; if link and HandleModifiedItemClick(link) then AuctionFrameBrowse_Search(); return true; end end return true; else if reference.g and #reference.g > 0 and not reference.link then app.print(L["AUCTIONATOR_GROUPS"]); return true; else -- Attempt to search manually with the link. local link = reference.link or reference.silentLink; if link and HandleModifiedItemClick(link) then AuctionFrameBrowse_Search(); return true; end end end elseif TSMAPI_FOUR and false then if reference.g and #reference.g > 0 then if true then app.print(L["TSM4_ERROR"]); return true; end local missingItems = SearchForMissingItems(reference); if #missingItems > 0 then app:ShowPopupDialog(L["TSM_WARNING_1"] .. L["TITLE"] .. L["TSM_WARNING_2"], function() local itemString, groupPath; groupPath = BuildSourceTextForTSM(app:GetWindow("Prime").data, 0); if TSMAPI_FOUR.Groups.Exists(groupPath) then TSMAPI_FOUR.Groups.Remove(groupPath); end TSMAPI_FOUR.Groups.AppendOperation(groupPath, "Shopping", operation) for i,group in ipairs(missingItems) do if (not group.spellID and not group.achID) or group.itemID then itemString = group.tsm; if itemString then groupPath = BuildSourceTextForTSM(group, 0); TSMAPI_FOUR.Groups.Create(groupPath); if TSMAPI_FOUR.Groups.IsItemInGroup(itemString) then TSMAPI_FOUR.Groups.MoveItem(itemString, groupPath) else TSMAPI_FOUR.Groups.AddItem(itemString, groupPath) end if i > 10 then break; end end end end app.print("Updated the preset successfully."); end); return true; end app.print(L["AH_SEARCH_NO_ITEMS_FOUND"]); else -- Attempt to search manually with the link. local link = reference.link or reference.silentLink; if link and HandleModifiedItemClick(link) then AuctionFrameBrowse_Search(); return true; end end return true; else -- Not at the Auction House -- If this reference has a link, then attempt to preview the appearance or write to the chat window. local link = reference.link or reference.silentLink; if (link and HandleModifiedItemClick(link)) or ChatEdit_InsertLink(link or BuildSourceTextForChat(reference, 0)) then return true; end if button == "LeftButton" then -- Default behavior is to Refresh Collections. app.RefreshCollections(); end return true; end end -- Control Click Expands the Groups if IsControlKeyDown() then -- Illusions are a nasty animal that need to be displayed a special way. if reference.illusionID then local mainHandSourceID = TransmogUtil.GetInfoForEquippedSlot(TransmogUtil.GetTransmogLocation("MAINHANDSLOT", 0, 0)); DressUpVisual(mainHandSourceID, 16, reference.illusionID); else -- If this reference has a link, then attempt to preview the appearance. local link = reference.link or reference.silentLink; if link and HandleModifiedItemClick(link) then return true; end end -- If this reference is anything else, expand the groups. if reference.g then -- mark the window if it is being fully-collapsed if self.index < 1 then window.fullCollapsed = HasExpandedSubgroup(reference); end -- always expand if collapsed or if clicked the header and all immediate subgroups are collapsed, otherwise collapse ExpandGroupsRecursively(reference, not reference.expanded or (self.index < 1 and not window.fullCollapsed), true); window:Update(); return true; end end if self.index > 0 then reference.expanded = not reference.expanded; window:Update(); elseif not reference.expanded then reference.expanded = true; window:Update(); else -- Allow the First Frame to move the parent. -- Toggle lock/unlock by holding Alt when clicking the header of a Window if it is movable if IsAltKeyDown() and window:IsMovable() then local locked = not window.isLocked; window.isLocked = locked; window:StorePosition(); -- force tooltip to refresh since locked state drives tooltip content if GameTooltip then RowOnLeave(self); RowOnEnter(self); end else self:SetScript("OnMouseUp", function(self) self:SetScript("OnMouseUp", nil); StopMovingOrSizing(window); end); StartMovingOrSizing(window, true); end end end end end RowOnEnter = function (self) local reference = self.ref; -- NOTE: This is the good ref value, not the parasitic one. if reference and GameTooltip then local GameTooltip = GameTooltip; local initialBuild = not GameTooltip.IsRefreshing; GameTooltip.IsRefreshing = true; if initialBuild then -- app.PrintDebug("RowOnEnter-Initial"); GameTooltipIcon.icon.Background:Hide(); GameTooltipIcon.icon.Border:Hide(); GameTooltipIcon:Hide(); GameTooltipIcon:ClearAllPoints(); GameTooltipModel:Hide(); GameTooltipModel:ClearAllPoints(); if self:GetCenter() > (UIParent:GetWidth() / 2) and (not AuctionFrame or not AuctionFrame:IsVisible()) then GameTooltip:SetOwner(self, "ANCHOR_LEFT"); GameTooltipIcon:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0); GameTooltipModel:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0); else GameTooltip:SetOwner(self, "ANCHOR_RIGHT"); GameTooltipIcon:SetPoint("TOPLEFT", GameTooltip, "TOPRIGHT", 0, 0); GameTooltipModel:SetPoint("TOPLEFT", GameTooltip, "TOPRIGHT", 0, 0); end else -- app.PrintDebug("RowOnEnter-IsRefreshing",GameTooltip.AttachComplete,GameTooltip.MiscFieldsComplete,GameTooltip:NumLines()); -- complete tooltip already exists and hasn't been cleared elsewhere, don't touch it if GameTooltip.AttachComplete and GameTooltip.MiscFieldsComplete and GameTooltip:NumLines() > 0 then -- app.PrintDebug("RowOnEnter, complete"); return; end -- need to clear the tooltip if it is being refreshed, setting the same link again will hide it instead GameTooltip:ClearLines(); end local link = reference.link; if link then -- app.PrintDebug("OnRowEnter-SetDirectlink",link); -- Safely attempt setting the tooltip link from the data pcall(GameTooltip.SetHyperlink, GameTooltip, link); end local doSearch; -- Nothing generated into tooltip based on the link, or no link exists if GameTooltip:NumLines() < 1 then -- Mark the tooltip as being complete, and insert the same text from the row itself GameTooltip:AddLine(reference.text); doSearch = true; end -- Determine search results to add if nothing was added from being searched -- AttachComplete will be true or false if ATT has processed the tooltip/search results already -- nil means no search results were attached, so we can manually add it below local refQuestID = reference.questID; if doSearch or GameTooltip.AttachComplete == nil then if reference.creatureID or reference.encounterID or reference.objectID then -- rows with these fields should not include the extra search info elseif reference.currencyID then GameTooltip:SetCurrencyByID(reference.currencyID, 1); elseif reference.azeriteEssenceID then AttachTooltipSearchResults(GameTooltip, 1, "azeriteEssenceID:" .. reference.azeriteEssenceID .. (reference.rank or 0), SearchForField, "azeriteEssenceID", reference.azeriteEssenceID, reference.rank); elseif reference.speciesID then AttachTooltipSearchResults(GameTooltip, 1, "speciesID:" .. reference.speciesID, SearchForField, "speciesID", reference.speciesID); elseif reference.titleID then AttachTooltipSearchResults(GameTooltip, 1, "titleID:" .. reference.titleID, SearchForField, "titleID", reference.titleID); elseif refQuestID then AttachTooltipSearchResults(GameTooltip, 1, "quest:"..refQuestID, SearchForField, "questID", refQuestID); elseif reference.flightPathID then AttachTooltipSearchResults(GameTooltip, 1, "fp:"..reference.flightPathID, SearchForField, "flightPathID", reference.flightPathID); elseif reference.achievementID then if reference.criteriaID then -- AttachTooltipSearchResults(GameTooltip, 1, "achievementID:" .. reference.achievementID .. ":" .. reference.criteriaID, SearchForField, "achievementID", reference.achievementID, reference.criteriaID); else AttachTooltipSearchResults(GameTooltip, 1, "achievementID:" .. reference.achievementID, SearchForField, "achievementID", reference.achievementID); end else -- app.PrintDebug("No Search Data",reference.hash) end end -- Miscellaneous fields -- app.PrintDebug("Adding misc fields"); if app.Settings:GetTooltipSetting("Progress") then if reference.total and reference.total >= 2 then -- if collecting this reference type, then show Collection State if reference.collectible then GameTooltip:AddDoubleLine(L["COLLECTION_PROGRESS"], GetCollectionText(reference.collected or reference.saved)); -- if completion/tracking is available, show Completion State elseif reference.trackable then GameTooltip:AddDoubleLine(L["TRACKING_PROGRESS"], GetCompletionText(reference.saved)); end end end -- achievement progress. If it has a measurable statistic, show it under the achievement description if reference.achievementID then if reference.statistic then GameTooltip:AddDoubleLine(L["PROGRESS"], reference.statistic) end end -- Relative ATT location if reference.parent and not reference.itemID then if reference.parent.parent then GameTooltip:AddDoubleLine(reference.parent.parent.text or RETRIEVING_DATA, reference.parent.text or RETRIEVING_DATA); else --GameTooltip:AddLine(reference.parent.text or RETRIEVING_DATA, 1, 1, 1); end end local title = reference.title; if title then local left, right = strsplit(DESCRIPTION_SEPARATOR, title); if right then GameTooltip:AddDoubleLine(left, right); else GameTooltip:AddLine(title, 1, 1, 1); end -- elseif refQuestID and reference.retries and not reference.itemID then -- GameTooltip:AddLine(L["QUEST_MAY_BE_REMOVED"] .. tostring(reference.retries), 1, 1, 1); end if reference.lvl then local minlvl; local maxlvl; if type(reference.lvl) == "table" then minlvl = reference.lvl[1] or 0; maxlvl = reference.lvl[2] or 0; else minlvl = reference.lvl; end if app.Settings:GetTooltipSetting("Enabled") and app.Settings:GetTooltipSetting("LevelRequirements") then -- i suppose a maxlvl of 1 might exist? if maxlvl and maxlvl > 0 then GameTooltip:AddDoubleLine(L["REQUIRES_LEVEL"], tostring(minlvl) .. " to " .. tostring(maxlvl)); -- no point to show 'requires lvl 1' elseif minlvl and minlvl > 1 then GameTooltip:AddDoubleLine(L["REQUIRES_LEVEL"], tostring(minlvl)); end end end if reference.b and app.Settings:GetTooltipSetting("binding") then GameTooltip:AddDoubleLine("Binding", tostring(reference.b)); end if reference.requireSkill and app.Settings:GetTooltipSetting("Enabled") and app.Settings:GetTooltipSetting("ProfessionRequirements") then GameTooltip:AddDoubleLine(L["REQUIRES"], tostring(GetSpellInfo(app.SkillIDToSpellID[reference.requireSkill] or 0) or C_TradeSkillUI.GetTradeSkillDisplayName(reference.requireSkill))); end if reference.f and reference.f > 0 and app.Settings:GetTooltipSetting("filterID") then GameTooltip:AddDoubleLine(L["FILTER_ID"], tostring(L["FILTER_ID_TYPES"][reference.f])); end if reference.achievementID and app.Settings:GetTooltipSetting("achievementID") then GameTooltip:AddDoubleLine(L["ACHIEVEMENT_ID"], tostring(reference.achievementID)); end if reference.achievementCategoryID and app.Settings:GetTooltipSetting("achievementCategoryID") then GameTooltip:AddDoubleLine(L["ACHIEVEMENT_CATEGORY_ID"], tostring(reference.achievementCategoryID)); end if reference.artifactID and app.Settings:GetTooltipSetting("artifactID") then GameTooltip:AddDoubleLine(L["ARTIFACT_ID"], tostring(reference.artifactID)); end if reference.s and not reference.link and app.Settings:GetTooltipSetting("sourceID") then GameTooltip:AddDoubleLine(L["SOURCE_ID"], tostring(reference.s)); end if reference.azeriteEssenceID then if app.Settings:GetTooltipSetting("azeriteEssenceID") then GameTooltip:AddDoubleLine(L["AZERITE_ESSENCE_ID"], tostring(reference.azeriteEssenceID)); end end if reference.difficultyID and app.Settings:GetTooltipSetting("difficultyID") then GameTooltip:AddDoubleLine(L["DIFFICULTY_ID"], tostring(reference.difficultyID)); end if app.Settings:GetTooltipSetting("creatureID") then if reference.creatureID then GameTooltip:AddDoubleLine(L["CREATURE_ID"], tostring(reference.creatureID)); elseif reference.npcID then GameTooltip:AddDoubleLine(L["NPC_ID"], tostring(reference.npcID)); end end if reference.crs and app.Settings:GetTooltipSetting("creatures") then -- extreme amounts of creatures tagged, then only list a summary of how many... if #reference.crs > 25 then GameTooltip:AddDoubleLine(CREATURE, "[" .. tostring(#reference.crs) .. " Creatures]"); elseif app.Settings:GetTooltipSetting("creatureID") then for i,cr in ipairs(reference.crs) do GameTooltip:AddDoubleLine(i == 1 and CREATURE or " ", tostring(app.NPCNameFromID[cr]) .. " (" .. cr .. ")"); end else for i,cr in ipairs(reference.crs) do GameTooltip:AddDoubleLine(i == 1 and CREATURE or " ", tostring(app.NPCNameFromID[cr])); end end end if reference.encounterID and app.Settings:GetTooltipSetting("encounterID") then GameTooltip:AddDoubleLine(L["ENCOUNTER_ID"], tostring(reference.encounterID)); end if reference.factionID and app.Settings:GetTooltipSetting("factionID") then GameTooltip:AddDoubleLine(L["FACTION_ID"], tostring(reference.factionID)); end if reference.headerID and app.Settings:GetTooltipSetting("headerID") then GameTooltip:AddDoubleLine(L["HEADER_ID"], tostring(reference.headerID)); end if reference.minReputation and not reference.maxReputation then local standingId, offset = app.GetReputationStanding(reference.minReputation) local factionID = reference.minReputation[1]; local factionName = GetFactionInfoByID(factionID) or "the opposite faction"; local msg = L["MINUMUM_STANDING"] if offset ~= 0 then msg = msg .. " " .. offset end msg = msg .. " " .. app.GetCurrentFactionStandingText(factionID, standingId) .. L["_WITH_"] .. factionName .. "." GameTooltip:AddLine(msg); end if reference.maxReputation and not reference.minReputation then local standingId, offset = app.GetReputationStanding(reference.maxReputation) local factionID = reference.maxReputation[1]; local factionName = GetFactionInfoByID(factionID) or "the opposite faction"; local msg = L["MAXIMUM_STANDING"] if offset ~= 0 then msg = msg .. " " .. offset end msg = msg .. " " .. app.GetCurrentFactionStandingText(factionID, standingId) .. L["_WITH_"] .. factionName .. "." GameTooltip:AddLine(msg); end if reference.minReputation and reference.maxReputation then local minStandingId, minOffset = app.GetReputationStanding(reference.minReputation) local maxStandingId, maxOffset = app.GetReputationStanding(reference.maxReputation) local factionID = reference.minReputation[1]; local factionName = GetFactionInfoByID(factionID) or "the opposite faction"; local msg = L["MIN_MAX_STANDING"] if minOffset ~= 0 then msg = msg .. " " .. minOffset end msg = msg .. " " .. app.GetCurrentFactionStandingText(factionID, minStandingId) .. L["_AND"] if maxOffset ~= 0 then msg = msg .. " " .. maxOffset end msg = msg .. " " .. app.GetCurrentFactionStandingText(factionID, maxStandingId) .. L["_WITH_"] .. factionName .. "."; GameTooltip:AddLine(msg); end if reference.followerID and app.Settings:GetTooltipSetting("followerID") then GameTooltip:AddDoubleLine(L["FOLLOWER_ID"], tostring(reference.followerID)); end if reference.illusionID and app.Settings:GetTooltipSetting("illusionID") then GameTooltip:AddDoubleLine(L["ILLUSION_ID"], tostring(reference.illusionID)); end if reference.instanceID then if app.Settings:GetTooltipSetting("instanceID") then GameTooltip:AddDoubleLine(L["INSTANCE_ID"], tostring(reference.instanceID)); end GameTooltip:AddDoubleLine(L["LOCKOUT"], L[reference.isLockoutShared and "SHARED" or "SPLIT"]); end if reference.objectID and app.Settings:GetTooltipSetting("objectID") then GameTooltip:AddDoubleLine(L["OBJECT_ID"], tostring(reference.objectID)); end if reference.speciesID and app.Settings:GetTooltipSetting("speciesID") then GameTooltip:AddDoubleLine(L["SPECIES_ID"], tostring(reference.speciesID)); end if reference.spellID and app.Settings:GetTooltipSetting("spellID") then GameTooltip:AddDoubleLine(L["SPELL_ID"], tostring(reference.spellID)); end if reference.tierID and app.Settings:GetTooltipSetting("tierID") then GameTooltip:AddDoubleLine(L["EXPANSION_ID"], tostring(reference.tierID)); end if reference.setID then GameTooltip:AddDoubleLine(L["SET_ID"], tostring(reference.setID)); end if reference.flightPathID and app.Settings:GetTooltipSetting("flightPathID") then GameTooltip:AddDoubleLine(L["FLIGHT_PATH_ID"], tostring(reference.flightPathID)); end if reference.mapID and app.Settings:GetTooltipSetting("mapID") then GameTooltip:AddDoubleLine(L["MAP_ID"], tostring(reference.mapID)); end if reference.coords and app.Settings:GetTooltipSetting("Coordinates") then local currentMapID, str = app.GetCurrentMapID(); local coords = reference.coords; -- more than 10 coords, put into an additional line local coordLimit, coordCount = 11, #coords; local additionaLine, coord; if coordCount > coordLimit then coordLimit = coordLimit - 1; additionaLine = "+ "..(coordCount - coordLimit)..L["_MORE"]; coordCount = coordLimit; end for i=1,coordCount do coord = coords[i]; local x, y = coord[1], coord[2]; local mapID = coord[3] or currentMapID; if mapID ~= currentMapID then str = app.GetMapName(mapID) or "??"; if app.Settings:GetTooltipSetting("mapID") then str = str .. " (" .. mapID .. ")"; end str = str .. ": "; else str = ""; end GameTooltip:AddDoubleLine(i == 1 and L["COORDINATES_STRING"] or " ", str.. GetNumberWithZeros(math.floor(x * 10) * 0.1, 1) .. ", " .. GetNumberWithZeros(math.floor(y * 10) * 0.1, 1), 1, 1, 1, 1, 1, 1); end if additionaLine then GameTooltip:AddDoubleLine(" ", additionaLine, 1, 1, 1, 1, 1, 1); end end if reference.providers then local counter = 0; for i,provider in pairs(reference.providers) do local providerType = provider[1]; local providerID = provider[2] or 0; local providerString = UNKNOWN; if providerType == "o" then providerString = app.ObjectNames[providerID] or reference.text or ("Object: " .. RETRIEVING_DATA) if app.Settings:GetTooltipSetting("objectID") then providerString = providerString .. ' (' .. providerID .. ')'; end elseif providerType == "n" then providerString = (providerID > 0 and app.NPCNameFromID[providerID]) or ("Creature: " .. RETRIEVING_DATA) if app.Settings:GetTooltipSetting("creatureID") then providerString = providerString .. ' (' .. providerID .. ')'; end elseif providerType == "i" then local _,name,_,_,_,_,_,_,_,icon = GetItemInfo(providerID); providerString = (icon and ("|T" .. icon .. ":0|t") or "") .. (name or ("Item: " .. RETRIEVING_DATA)); if app.Settings:GetTooltipSetting("itemID") then providerString = providerString .. ' (' .. providerID .. ')'; end end GameTooltip:AddDoubleLine(counter == 0 and L.PROVIDERS or " ", providerString); counter = counter + 1; end end if reference.coord and app.Settings:GetTooltipSetting("Coordinates") then GameTooltip:AddDoubleLine("Coordinate", GetNumberWithZeros(math.floor(reference.coord[1] * 10) * 0.1, 1) .. ", " .. GetNumberWithZeros(math.floor(reference.coord[2] * 10) * 0.1, 1), 1, 1, 1, 1, 1, 1); end if reference.speciesID then local progress, total = C_PetJournal.GetNumCollectedInfo(reference.speciesID); if total then GameTooltip:AddLine(tostring(progress) .. " / " .. tostring(total) .. L["COLLECTED_STRING"]); end end if reference.titleID then if app.Settings:GetTooltipSetting("titleID") then GameTooltip:AddDoubleLine(L["TITLE_ID"], tostring(reference.titleID)); end GameTooltip:AddDoubleLine(" ", L[reference.saved and "KNOWN_ON_CHARACTER" or "UNKNOWN_ON_CHARACTER"]); end if refQuestID then if app.Settings:GetTooltipSetting("questID") then GameTooltip:AddDoubleLine(L["QUEST_ID"], tostring(refQuestID)); local otherFactionQuestID = reference.otherFactionQuestID; if otherFactionQuestID then GameTooltip:AddDoubleLine(L["QUEST_ID"].. " ["..(app.FactionID == Enum.FlightPathFaction.Alliance and FACTION_HORDE or FACTION_ALLIANCE).."]", tostring(otherFactionQuestID)); end end if ATTAccountWideData.OneTimeQuests[refQuestID] then local charData = ATTCharacterData[ATTAccountWideData.OneTimeQuests[refQuestID]]; GameTooltip:AddDoubleLine(L["QUEST_ONCE_PER_ACCOUNT"], sformat(L["QUEST_ONCE_PER_ACCOUNT_FORMAT"], charData and charData.text or "Unknown")); elseif ATTAccountWideData.OneTimeQuests[refQuestID] == false then GameTooltip:AddLine("|cffcf271b" .. L["QUEST_ONCE_PER_ACCOUNT"] .. "|r"); end end if reference.qgs and app.Settings:GetTooltipSetting("QuestGivers") then if app.Settings:GetTooltipSetting("creatureID") then for i,qg in ipairs(reference.qgs) do GameTooltip:AddDoubleLine(i == 1 and L["QUEST_GIVER"] or " ", tostring(app.NPCNameFromID[qg]) .. " (" .. qg .. ")"); end else for i,qg in ipairs(reference.qgs) do GameTooltip:AddDoubleLine(i == 1 and L["QUEST_GIVER"] or " ", tostring(app.NPCNameFromID[qg])); end end end if reference.c and app.Settings:GetTooltipSetting("Enabled") and app.Settings:GetTooltipSetting("ClassRequirements") then local str,colors = "",app.Settings:GetTooltipSetting("UseMoreColors"); for i,cl in ipairs(reference.c) do if i > 1 then str = str .. ", "; end if colors then str = str .. Colorize(C_CreatureInfo.GetClassInfo(cl).className, RAID_CLASS_COLORS[select(2, GetClassInfo(cl))].colorStr); else str = str .. C_CreatureInfo.GetClassInfo(cl).className; end end GameTooltip:AddDoubleLine(L["CLASSES_CHECKBOX"], str); end if app.Settings:GetTooltipSetting("Enabled") and app.Settings:GetTooltipSetting("RaceRequirements") then if reference.races then local str = ""; for i,race in ipairs(reference.races) do if i > 1 then str = str .. ", "; end str = str .. C_CreatureInfo.GetRaceInfo(race).raceName; end if #reference.races > 4 then GameTooltip:AddLine(L["RACES_CHECKBOX"] .. " " .. str, nil, nil, nil, 1); else GameTooltip:AddDoubleLine(L["RACES_CHECKBOX"], str); end elseif reference.r and reference.r > 0 then if reference.r == 2 then GameTooltip:AddDoubleLine(L["RACES_CHECKBOX"], app.Settings:GetTooltipSetting("UseMoreColors") and Colorize(ITEM_REQ_ALLIANCE, app.Colors.Alliance) or ITEM_REQ_ALLIANCE); elseif reference.r == 1 then GameTooltip:AddDoubleLine(L["RACES_CHECKBOX"], app.Settings:GetTooltipSetting("UseMoreColors") and Colorize(ITEM_REQ_HORDE, app.Colors.Horde) or ITEM_REQ_HORDE); else GameTooltip:AddDoubleLine(L["RACES_CHECKBOX"], "Unknown"); end end end if reference.isWorldQuest then GameTooltip:AddLine(L["DURING_WQ_ONLY"]); end if reference.isDaily then GameTooltip:AddLine(L["COMPLETED_DAILY"]); elseif reference.isWeekly then GameTooltip:AddLine(L["COMPLETED_WEEKLY"]); elseif reference.isMontly then GameTooltip:AddLine(L["COMPLETED_MONTHLY"]); elseif reference.isYearly then GameTooltip:AddLine(L["COMPLETED_YEARLY"]); elseif reference.repeatable then GameTooltip:AddLine(L["COMPLETED_MULTIPLE"]); end if initialBuild and not GameTooltipModel:TrySetModel(reference) and reference.icon then if app.Settings:GetTooltipSetting("iconPath") then GameTooltip:AddDoubleLine("Icon", reference.icon); end GameTooltipIcon:SetSize(72,72); GameTooltipIcon.icon:SetTexture(reference.preview or reference.icon); local texcoord = reference.previewtexcoord or reference.texcoord; if texcoord then GameTooltipIcon.icon:SetTexCoord(texcoord[1], texcoord[2], texcoord[3], texcoord[4]); else GameTooltipIcon.icon:SetTexCoord(0, 1, 0, 1); end GameTooltipIcon:Show(); end if reference.displayID and app.Settings:GetTooltipSetting("displayID") then GameTooltip:AddDoubleLine("Display ID", reference.displayID); end if reference.modelID and app.Settings:GetTooltipSetting("displayID") then GameTooltip:AddDoubleLine("Model ID", reference.modelID); end if reference.cost then if type(reference.cost) == "table" then local _, name, icon, amount; for k,v in pairs(reference.cost) do _ = v[1]; if _ == "i" then _,name,_,_,_,_,_,_,_,icon = GetItemInfo(v[2]); amount = v[3]; if amount > 1 then amount = formatNumericWithCommas(amount) .. "x "; else amount = ""; end elseif _ == "c" then amount = v[3]; local currencyData = C_CurrencyInfo.GetCurrencyInfo(v[2]); name = C_CurrencyInfo.GetCurrencyLink(v[2], amount) or currencyData.name or "Unknown"; icon = currencyData.iconFileID or nil; if amount > 1 then amount = formatNumericWithCommas(amount) .. "x "; else amount = ""; end elseif _ == "g" then name = ""; icon = nil; amount = GetMoneyString(v[2]); end GameTooltip:AddDoubleLine(k == 1 and L["COST"] or " ", amount .. (icon and ("|T" .. icon .. ":0|t") or "") .. (name or RETRIEVING_DATA)); end else local amount = GetMoneyString(reference.cost); GameTooltip:AddDoubleLine(L["COST"], amount); end end if reference.achievementID and reference.criteriaID then GameTooltip:AddDoubleLine(L["CRITERIA_FOR"], GetAchievementLink(reference.achievementID)); end if app.Settings:GetTooltipSetting("Progress") then local right = GetProgressTextForTooltip(reference, app.Settings:GetTooltipSetting("ShowIconOnly")); if right and right ~= "" and right ~= "---" then GameTooltipTextRight1:SetText(right); GameTooltipTextRight1:Show(); end end -- Various Settings IDs/Raw Values -- TODO: maybe eventually a nice clean way of doing this instead of having to manually add every ID to tooltip -- local settings = app.Settings; -- local val; -- for key,name in pairs(app.Settings.DataKeys) do -- val = reference[key]; -- if val and type(val) ~= "table" and settings:GetTooltipSetting(key) then -- GameTooltip:AddDoubleLine(name, val); -- end -- end -- Additional information (search will insert this information if found in search) if GameTooltip.AttachComplete == nil then -- Lore if app.Settings:GetTooltipSetting("Lore") and reference.lore then GameTooltip:AddLine(reference.lore, 0.4, 0.8, 1, 1); end -- Description if app.Settings:GetTooltipSetting("Descriptions") and reference.description then GameTooltip:AddLine(reference.description, 0.4, 0.8, 1, 1); end if reference.rwp then local rwp = GetRemovedWithPatchString(reference.rwp); local _,r,g,b = HexToARGB(app.Colors.RemovedWithPatch); GameTooltip:AddLine(rwp, r / 255, g / 255, b / 255, 1); end if reference.awp then local rwp = GetAddedWithPatchString(reference.awp); local _,r,g,b = HexToARGB(app.Colors.AddedWithPatch); GameTooltip:AddLine(rwp, r / 255, g / 255, b / 255, 1); end -- an item used for a faction which is repeatable if reference.itemID and reference.factionID and reference.repeatable then GameTooltip:AddLine(L["ITEM_GIVES_REP"] .. (select(1, GetFactionInfoByID(reference.factionID)) or ("Faction #" .. tostring(reference.factionID))) .. "'", 0.4, 0.8, 1, 1, true); end -- Unobtainable if reference.u then GameTooltip:AddLine(L["UNOBTAINABLE_ITEM_REASONS"][reference.u][2], 1, 1, 1, 1, true); end -- Pet Battles if reference.pb then GameTooltip:AddLine(L["REQUIRES_PETBATTLES"], 1, 1, 1, 1, true); end -- PvP if reference.pvp then GameTooltip:AddLine(L["REQUIRES_PVP"], 1, 1, 1, 1, true); end -- Has a symlink for additonal information if reference.sym then GameTooltip:AddLine(L["SYM_ROW_INFORMATION"], 1, 1, 1, 1, true); end -- Tooltip for something which was not attached via search, so mark it as complete here GameTooltip.AttachComplete = true; end -- Ignored for Source/Progress if reference.sourceIgnored then GameTooltip:AddLine(L["DOES_NOT_CONTRIBUTE_TO_PROGRESS"], 1, 1, 1, 1, true); end -- Further conditional texts that can be displayed if reference.timeRemaining then GameTooltip:AddLine(reference.timeRemaining); end -- Calculate Best Drop Percentage. (Legacy Loot Mode) if reference.itemID and not reference.speciesID and not reference.spellID and app.Settings:GetTooltipSetting("DropChances") then local numSpecializations = GetNumSpecializations(); if numSpecializations and numSpecializations > 0 then local encounterID = GetRelativeValue(reference.parent, "encounterID"); if encounterID then -- TODO: revise in 9.1.5 when 'bonus drops' might be able to be identified via API calls (don't attribute to drop chance) -- Why is Encounter Journal so weird? none of the API calls work unless the EJ is actually open... something is missing... -- difficulty 0 seems to default to the lowest valid difficulty in the EJ -- local tierID = GetRelativeValue(reference.parent, "tierID") or 0; -- local instanceID = GetRelativeValue(reference.parent, "instanceID") or 0; local difficultyID = GetRelativeValue(reference.parent, "difficultyID"); -- -- local funcs -- local EJ_SetLootFilter, EJ_GetNumLoot = EJ_SetLootFilter, EJ_GetNumLoot; -- local legacyLoot = C_Loot.IsLegacyLootModeEnabled(); -- print("tier/instance/encounter/difficulty",tierID,instanceID,encounterID,difficultyID) -- EJ_SelectTier(tierID); -- EJ_SelectInstance(instanceID); -- EJ_SelectEncounter(encounterID); -- EJ_SetDifficulty(difficultyID); -- -- get total items -- EJ_SetLootFilter(0, 0); -- local totalItems = EJ_GetNumLoot() or 0; -- print("diff/filter/items",EJ_GetDifficulty(),"/",EJ_GetLootFilter(),"/",totalItems) -- -- Legacy Loot is simply 1 / total items chance since spec has no relevance to drops, i.e. this one item / total items in drop table -- if totalItems > 0 then -- GameTooltip:AddDoubleLine(L["LOOT_TABLE_CHANCE"], GetNumberWithZeros(100 / totalItems, 2) .. "%"); -- else -- GameTooltip:AddDoubleLine(L["LOOT_TABLE_CHANCE"], "N/A"); -- end -- -- see what specs this reference item will drop for -- local specs = reference.specs; -- if specs then -- local class, specItems, min, count = app.ClassIndex, {}, 100; -- -- get items per spec and min items -- for _,specID in pairs(specs) do -- EJ_SetLootFilter(class, specID); -- -- items for this spec -- count = EJ_GetNumLoot() or 100; -- print("class/spec/diff/filter/items",class,"/",specID,"/",EJ_GetDifficulty(),"/",EJ_GetLootFilter(),"/",count) -- if count < min and count > 0 then -- min = count; -- end -- specItems[specID] = count; -- end -- local chance = 100 / min; -- local bestSpecs = {}; -- -- define the best specs based on min -- for specID,count in pairs(specItems) do -- if count == min then -- tinsert(bestSpecs, specID); -- end -- end -- -- print out the specs with min items -- local specString = GetSpecsString(bestSpecs, true, true) or "???"; -- GameTooltip:AddDoubleLine(legacyLoot and L["BEST_BONUS_ROLL_CHANCE"] or L["BEST_PERSONAL_LOOT_CHANCE"], GetNumberWithZeros(chance, 2).."% ("..GetNumberWithZeros(chance / 5, 2).."%) "..specString); -- elseif legacyLoot then -- -- Not available at all, best loot spec is the one with the most number of items in it. -- print("legacy loot?") -- -- local most, bestSpecID = 0; -- -- for i=1,numSpecializations,1 do -- -- local id = GetSpecializationInfo(i); -- -- local specHit = specHits[id] or 0; -- -- if specHit > most then -- -- most = specHit; -- -- bestSpecID = i; -- -- end -- -- end -- -- if bestSpecID then -- -- local id, name, description, icon = GetSpecializationInfo(bestSpecID); -- -- if totalItems > 0 then -- -- GameTooltip:AddDoubleLine(L["BONUS_ROLL"], GetNumberWithZeros((1 / (totalItems - specHits[id])) * 100, 2) .. "% |T" .. icon .. ":0|t " .. name); -- -- else -- -- GameTooltip:AddDoubleLine(L["BONUS_ROLL"], "N/A"); -- -- end -- -- end -- end local encounterCache = fieldCache["encounterID"][encounterID]; if encounterCache then local itemList = {}; for i,encounter in ipairs(encounterCache) do if encounter.g and GetRelativeValue(encounter.parent, "difficultyID") == difficultyID then SearchForRelativeItems(encounter, itemList); end end local specHits = {}; for _,item in ipairs(itemList) do local specs = item.specs; if specs then for j,spec in ipairs(specs) do specHits[spec] = (specHits[spec] or 0) + 1; end end end local totalItems = #itemList; -- if somehow encounter drops 0 items but an item still references the encounter local chance, color; local legacyLoot = C_Loot.IsLegacyLootModeEnabled(); -- Legacy Loot is simply 1 / total items chance since spec has no relevance to drops, i.e. this one item / total items in drop table if totalItems > 0 then chance = 100 / totalItems; color = GetProgressColor(chance / 100); GameTooltip:AddDoubleLine(L["LOOT_TABLE_CHANCE"], "|c"..color..GetNumberWithZeros(chance, 1) .. "%|r"); else GameTooltip:AddDoubleLine(L["LOOT_TABLE_CHANCE"], "N/A"); end local specs = reference.specs; if specs and #specs > 0 then -- Available for one or more loot specialization. local least, bestSpecs = 999, {}; for _,spec in ipairs(specs) do local specHit = specHits[spec] or 0; -- For Personal Loot! if specHit > 0 and specHit <= least then least = specHit; bestSpecs[spec] = specHit; end end -- something has a best spec if least < 999 then -- define the best specs based on min local rollSpec = {}; for specID,count in pairs(bestSpecs) do if count == least then tinsert(rollSpec, specID); end end chance = 100 / least; color = GetProgressColor(chance / 100); -- print out the specs with min items local specString = GetSpecsString(rollSpec, true, true) or "???"; GameTooltip:AddDoubleLine(legacyLoot and L["BEST_BONUS_ROLL_CHANCE"] or L["BEST_PERSONAL_LOOT_CHANCE"], specString.." |c"..color..GetNumberWithZeros(chance, 1).."%|r"); end elseif legacyLoot then -- Not available at all, best loot spec is the one with the most number of items in it. local most, bestSpecID = 0; for i=1,numSpecializations,1 do local id = GetSpecializationInfo(i); local specHit = specHits[id] or 0; if specHit > most then most = specHit; bestSpecID = i; end end if bestSpecID then local id, name, description, icon = GetSpecializationInfo(bestSpecID); if totalItems > 0 then chance = 100 / (totalItems - specHits[id]); color = GetProgressColor(chance / 100); GameTooltip:AddDoubleLine(L["BONUS_ROLL"], "|T" .. icon .. ":0|t " .. name .. " |c"..color..GetNumberWithZeros(chance, 1) .. "%|r"); else GameTooltip:AddDoubleLine(L["BONUS_ROLL"], "N/A"); end end end end end end end -- Show info about if this Thing cannot be collected due to a custom collectibility -- restriction on the Thing which this character does not meet if reference.customCollect then local customCollectEx; local requires = L["REQUIRES"]; for i,c in ipairs(reference.customCollect) do customCollectEx = L["CUSTOM_COLLECTS_REASONS"][c]; local icon_color_str = (customCollectEx["icon"].." |c"..customCollectEx["color"]..customCollectEx["text"] or "[MISSING_LOCALE_KEY]"); if not app.CurrentCharacter.CustomCollects[c] then GameTooltip:AddDoubleLine("|cffc20000" .. requires .. ":|r " .. icon_color_str, customCollectEx["desc"] or ""); else GameTooltip:AddDoubleLine(requires .. ": " .. icon_color_str, customCollectEx["desc"] or ""); end end end -- Show Quest Prereqs local isDebugMode, sqs, bestMatch = app.MODE_DEBUG; if reference.sourceQuests and (not reference.saved or isDebugMode) then local prereqs, bc = {}, {}; for i,sourceQuestID in ipairs(reference.sourceQuests) do if sourceQuestID > 0 and (isDebugMode or not IsQuestFlaggedCompleted(sourceQuestID)) then sqs = SearchForField("questID", sourceQuestID); if sqs and #sqs > 0 then bestMatch = nil; for j,sq in ipairs(sqs) do if sq.questID == sourceQuestID then if isDebugMode or (not IsQuestFlaggedCompleted(sourceQuestID) and app.GroupFilter(sq)) then if sq.sourceQuests then -- Always prefer the source quest with additional source quest data. bestMatch = sq; elseif not sq.itemID and (not bestMatch or not bestMatch.sourceQuests) then -- Otherwise try to find the version of the quest that isn't an item. bestMatch = sq; end end end end if bestMatch then if bestMatch.isBreadcrumb then tinsert(bc, bestMatch); else tinsert(prereqs, bestMatch); end end else tinsert(prereqs, app.CreateQuest(sourceQuestID)); end end end if prereqs and #prereqs > 0 then GameTooltip:AddLine(L["PREREQUISITE_QUESTS"]); AddQuestInfoToTooltip(GameTooltip, prereqs); end if bc and #bc > 0 then GameTooltip:AddLine(L["BREADCRUMBS_WARNING"]); AddQuestInfoToTooltip(GameTooltip, bc); end end -- Show Breadcrumb information local lockedWarning; if reference.isBreadcrumb then GameTooltip:AddLine(sformat("|c%s%s|r", app.Colors.Locked, L["THIS_IS_BREADCRUMB"])); if reference.nextQuests then local isBreadcrumbAvailable = true; local nextq, nq = {}; for _,nextQuestID in ipairs(reference.nextQuests) do if nextQuestID > 0 then nq = app.SearchForObject("questID", nextQuestID); -- existing quest group if nq then tinsert(nextq, nq); else tinsert(nextq, app.CreateQuest(nextQuestID)); end if IsQuestFlaggedCompleted(nextQuestID) then isBreadcrumbAvailable = false; end end end if isBreadcrumbAvailable then -- The character is able to accept the breadcrumb quest without Party Sync GameTooltip:AddLine(L["BREADCRUMB_PARTYSYNC"]); AddQuestInfoToTooltip(GameTooltip, nextq); elseif reference.DisablePartySync == false then -- unknown if party sync will function for this Thing GameTooltip:AddLine(sformat("|c%s%s|r", app.Colors.LockedWarning, L["BREADCRUMB_PARTYSYNC_4"])); AddQuestInfoToTooltip(GameTooltip, nextq); elseif not reference.DisablePartySync then -- The character wont be able to accept this quest without the help of a lower level character using Party Sync GameTooltip:AddLine(sformat("|c%s%s|r", app.Colors.LockedWarning, L["BREADCRUMB_PARTYSYNC_2"])); AddQuestInfoToTooltip(GameTooltip, nextq); else -- known to not be possible in party sync GameTooltip:AddLine(L["DISABLE_PARTYSYNC"]); end lockedWarning = true; end end -- Show information about it becoming locked due to some criteira local lockCriteria = reference.lc; if lockCriteria then -- list the reasons this may become locked due to lock criteria local critKey, critValue; local critFuncs = app.QuestLockCriteriaFunctions; local critFunc; GameTooltip:AddLine(sformat(L["UNAVAILABLE_WARNING_FORMAT"], app.Colors.LockedWarning, lockCriteria[1])); for i=2,#lockCriteria,1 do critKey = lockCriteria[i]; i = i + 1; critValue = lockCriteria[i]; critFunc = critFuncs[critKey]; if critFunc then local label = critFuncs["label_"..critKey]; local text = critFuncs["text_"..critKey](critValue); GameTooltip:AddLine(GetCompletionIcon(critFunc(critValue)).." "..label..": "..text); end end end local altQuests = reference.altQuests; if altQuests then -- list the reasons this may become locked due to altQuests specifically local critValue; local critFuncs = app.QuestLockCriteriaFunctions; local critFunc = critFuncs["questID"]; local label = critFuncs["label_questID"]; local text; GameTooltip:AddLine(sformat(L["UNAVAILABLE_WARNING_FORMAT"], app.Colors.LockedWarning, 1)); for i=1,#altQuests,1 do critValue = altQuests[i]; if critFunc then text = critFuncs["text_questID"](critValue); GameTooltip:AddLine(GetCompletionIcon(critFunc(critValue)).." "..label..": "..text); end end end -- it is locked and no warning has been added to the tooltip if not lockedWarning and reference.locked then if reference.DisablePartySync == false then -- unknown if party sync will function for this Thing GameTooltip:AddLine(sformat("|c%s%s|r", app.Colors.LockedWarning, L["BREADCRUMB_PARTYSYNC_4"])); elseif not reference.DisablePartySync then -- should be possible in party sync GameTooltip:AddLine(sformat("|c%s%s|r", app.Colors.LockedWarning, L["BREADCRUMB_PARTYSYNC_3"])); else -- known to not be possible in party sync GameTooltip:AddLine(L["DISABLE_PARTYSYNC"]); end end -- Show lockout information about an Instance (Raid or Dungeon) local locks = reference.locks; if locks then if locks.encounters then GameTooltip:AddDoubleLine("Resets", date("%c", locks.reset)); -- TODO: localize this with format string, not just single word for encounterIter,encounter in pairs(locks.encounters) do GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled)); end else if reference.isLockoutShared and locks.shared then GameTooltip:AddDoubleLine("Shared", date("%c", locks.shared.reset)); -- TODO: localize this with format string, not just single word for encounterIter,encounter in pairs(locks.shared.encounters) do GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled)); end else for key,value in pairs(locks) do if key == "shared" then -- Skip else GameTooltip:AddDoubleLine(Colorize(GetDifficultyInfo(key), app.DifficultyColors[key] or app.Colors.DefaultDifficulty), date("%c", value.reset)); for encounterIter,encounter in pairs(value.encounters) do GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled)); end end end end end end if reference.OnTooltip then reference:OnTooltip(GameTooltip); end if app.Settings:GetTooltipSetting("Show:TooltipHelp") then if reference.g then -- If we're at the Auction House if AuctionFrame and AuctionFrame:IsShown() then GameTooltip:AddLine(L[(self.index > 0 and "OTHER_ROW_INSTRUCTIONS_AH") or "TOP_ROW_INSTRUCTIONS_AH"], 1, 1, 1); else GameTooltip:AddLine(L[(self.index > 0 and "OTHER_ROW_INSTRUCTIONS") or "TOP_ROW_INSTRUCTIONS"], 1, 1, 1); end end if refQuestID then GameTooltip:AddLine(L["QUEST_ROW_INSTRUCTIONS"], 1, 1, 1); end end -- Add info in tooltip for the header of a Window for whether it is locked or not if self.index == 0 then local owner = self:GetParent():GetParent(); if owner and owner.isLocked then GameTooltip:AddLine(L["TOP_ROW_TO_UNLOCK"], 1, 1, 1); elseif app.Settings:GetTooltipSetting("Show:TooltipHelp") then GameTooltip:AddLine(L["TOP_ROW_TO_LOCK"], 1, 1, 1); end end --[[ ROW DEBUGGING ] GameTooltip:AddDoubleLine("Self",tostring(reference)); GameTooltip:AddDoubleLine("Base",tostring(getmetatable(reference))); GameTooltip:AddLine("-- Ref Fields:"); for key,val in pairs(reference) do GameTooltip:AddDoubleLine(key,tostring(val)); end local fields = { "__type", "name", "key", "hash", "link", "sourceParent", "sourceIgnored", "collectible", "collected", "trackable", "saved", }; GameTooltip:AddLine("-- Extra Fields:"); for _,key in ipairs(fields) do GameTooltip:AddDoubleLine(key,tostring(reference[key])); end GameTooltip:AddDoubleLine("Row Indent",tostring(CalculateRowIndent(reference))); -- END DEBUGGING]] -- app.PrintDebug("OnRowEnter-Show"); GameTooltip.MiscFieldsComplete = true; GameTooltip:Show(); -- app.PrintDebug("OnRowEnter-Return"); end end RowOnLeave = function (self) if GameTooltip then GameTooltip:ClearLines(); GameTooltip:Hide(); GameTooltipIcon.icon.Background:Hide(); GameTooltipIcon.icon.Border:Hide(); GameTooltipIcon:Hide(); GameTooltipModel:Hide(); GameTooltip.IsRefreshing = nil; end end CreateRow = function(self) local row = CreateFrame("Button", nil, self); row.index = #self.rows; if row.index == 0 then -- This means relative to the parent. row:SetPoint("TOPLEFT"); row:SetPoint("TOPRIGHT"); else -- This means relative to the row above this one. row:SetPoint("TOPLEFT", self.rows[row.index], "BOTTOMLEFT"); row:SetPoint("TOPRIGHT", self.rows[row.index], "BOTTOMRIGHT"); end tinsert(self.rows, row); -- Setup highlighting and event handling row:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD"); row:RegisterForClicks("LeftButtonDown","RightButtonDown"); row:SetScript("OnClick", RowOnClick); row:SetScript("OnEnter", RowOnEnter); row:SetScript("OnLeave", RowOnLeave); row:EnableMouse(true); -- Label is the text information you read. row.Label = row:CreateFontString(nil, "ARTWORK", "GameFontNormal"); row.Label:SetJustifyH("LEFT"); row.Label:SetPoint("BOTTOM"); row.Label:SetPoint("TOP"); row:SetHeight(select(2, row.Label:GetFont()) + 4); -- Summary is the completion summary information. (percentage text) row.Summary = row:CreateFontString(nil, "ARTWORK", "GameFontNormal"); row.Summary:SetJustifyH("RIGHT"); row.Summary:SetPoint("BOTTOM"); row.Summary:SetPoint("RIGHT"); row.Summary:SetPoint("TOP"); -- Background is used by the Map Highlight functionality. row.Background = row:CreateTexture(nil, "BACKGROUND"); row.Background:SetPoint("LEFT", 4, 0); row.Background:SetPoint("BOTTOM"); row.Background:SetPoint("RIGHT"); row.Background:SetPoint("TOP"); row.Background:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight"); -- Indicator is used by the Instance Saves functionality. row.Indicator = row:CreateTexture(nil, "ARTWORK"); row.Indicator:SetPoint("BOTTOM"); row.Indicator:SetPoint("TOP"); row.Indicator:SetWidth(row:GetHeight()); -- Texture is the icon. row.Texture = row:CreateTexture(nil, "ARTWORK"); row.Texture:SetPoint("BOTTOM"); row.Texture:SetPoint("TOP"); row.Texture:SetWidth(row:GetHeight()); row.Texture.Background = row:CreateTexture(nil, "BACKGROUND"); row.Texture.Background:SetPoint("BOTTOM"); row.Texture.Background:SetPoint("TOP"); row.Texture.Background:SetWidth(row:GetHeight()); row.Texture.Border = row:CreateTexture(nil, "BORDER"); row.Texture.Border:SetPoint("BOTTOM"); row.Texture.Border:SetPoint("TOP"); row.Texture.Border:SetWidth(row:GetHeight()); -- Forced/External Update of a Tooltip produced by an ATT row to use the same function which created it row.UpdateTooltip = RowOnEnter; -- Clear the Row Data Initially ClearRowData(row); return row; end local function OnScrollBarMouseWheel(self, delta) self.ScrollBar:SetValue(self.ScrollBar.CurrentValue - delta); end local function OnScrollBarValueChanged(self, value) if self.CurrentValue ~= value then self.CurrentValue = value; self:GetParent():Refresh(); end end local function ProcessGroup(data, object) if app.VisibilityFilter(object) then tinsert(data, object); if object.g and object.expanded then -- Delayed sort operation for this group prior to being shown local sortInfo = object.SortInfo; if sortInfo then app.SortGroup(object, sortInfo[1], sortInfo[2], sortInfo[3], sortInfo[4]); end for _,group in ipairs(object.g) do ProcessGroup(data, group); end end end end local function UpdateWindow(self, force, got) if self.data and app.IsReady then if app.Settings:GetTooltipSetting("Updates:AdHoc") then if force then self.HasPendingUpdate = true; end force = (force or self.HasPendingUpdate) and self:IsVisible(); end -- app.PrintDebug("Update:",self.Suffix, force and "FORCE", self:IsVisible() and "VISIBLE"); if force or self:IsVisible() then if self.rowData then wipe(self.rowData); else self.rowData = {}; end self.data.expanded = true; if not self.doesOwnUpdate and (force or (self.shouldFullRefresh and self:IsVisible())) then -- app.PrintDebug("TopLevelUpdateGroup",self.Suffix) app.TopLevelUpdateGroup(self.data, self); self.HasPendingUpdate = nil; -- app.PrintDebugPrior("Done") end -- Should the groups in this window be expanded prior to processing the rows for display if self.ExpandInfo then -- print("ExpandInfo",self.Suffix,self.ExpandInfo.Expand,self.ExpandInfo.Manual) ExpandGroupsRecursively(self.data, self.ExpandInfo.Expand, self.ExpandInfo.Manual); self.ExpandInfo = nil; end ProcessGroup(self.rowData, self.data); -- Does this user have everything? if self.data.total then if self.data.total <= self.data.progress then if #self.rowData < 1 then self.data.back = 1; tinsert(self.rowData, self.data); end if self.missingData then if got and self:IsVisible() then app:PlayCompleteSound(); end self.missingData = nil; end -- only add this info row if there is actually nothing visible in the list -- always a header row -- print("any data",#self.Container,#self.rowData,#self.data) if #self.rowData < 2 then tinsert(self.rowData, { ["text"] = L["NO_ENTRIES"], ["description"] = L["NO_ENTRIES_DESC"], ["collectible"] = 1, ["collected"] = 1, ["back"] = 0.7 }); end else self.missingData = true; end else self.missingData = nil; end self:Refresh(); -- app.PrintDebugPrior("Update:Done") return true; else local expireTime = self.ExpireTime; -- print("check ExpireTime",self.Suffix,expireTime) if expireTime and expireTime > 0 and expireTime < time() then -- app.PrintDebug(self.Suffix,"window is expired, removing from window cache") app.Windows[self.Suffix] = nil; end end -- app.PrintDebugPrior("Update:None") end end -- Allows a Window to set the root data object to itself and link the Window to the root data, if data exists local function SetData(self, data) -- app.PrintDebug("Window:SetData",self.Suffix,data.text) self.data = data; if data then data.window = self; end end -- Allows a Window to build the groups hierarcy if it has .data local function BuildData(self) local data = self.data; if data then -- app.PrintDebug("Window:BuildData",self.Suffix,data.text) BuildGroups(data); end end local backdrop = { bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4 } }; -- allows resetting a given ATT window local function ResetWindow(suffix) app.Windows[suffix] = nil; app.print("Reset Window",suffix); end function app:GetWindow(suffix, parent, onUpdate) if app.GetCustomWindowParam(suffix, "reset") then ResetWindow(suffix); end local window = app.Windows[suffix]; if not window then -- Create the window instance. -- print("Creating new Window Frame for",suffix) window = CreateFrame("FRAME", app:GetName() .. "-Window-" .. suffix, parent or UIParent, BackdropTemplateMixin and "BackdropTemplate"); app.Windows[suffix] = window; window.Suffix = suffix; window.Refresh = Refresh; window.Toggle = Toggle; window.BaseUpdate = UpdateWindow; window.Update = onUpdate or app:CustomWindowUpdate(suffix) or UpdateWindow; window.SetVisible = SetVisible; window.StorePosition = StoreWindowPosition; window.SetData = SetData; window.BuildData = BuildData; window:SetScript("OnMouseWheel", OnScrollBarMouseWheel); window:SetScript("OnMouseDown", StartMovingOrSizing); window:SetScript("OnMouseUp", StopMovingOrSizing); window:SetScript("OnHide", StopMovingOrSizing); window:SetBackdrop(backdrop); window:SetBackdropBorderColor(1, 1, 1, 1); window:SetBackdropColor(0, 0, 0, 1); window:SetClampedToScreen(true); window:SetToplevel(true); window:EnableMouse(true); window:SetMovable(true); window:SetResizable(true); window:SetPoint("CENTER"); --window:SetMinResize(96, 32); window:SetSize(300, 300); -- set the scaling for the new window if settings have been initialized local scale = app.Settings and app.Settings._Initialize and (suffix == "Prime" and app.Settings:GetTooltipSetting("MainListScale") or app.Settings:GetTooltipSetting("MiniListScale")) or 1; window:SetScale(scale); window:SetUserPlaced(true); window.data = { ['text'] = suffix, ['icon'] = "Interface\\Icons\\Ability_Spy.blp", ['visible'] = true, ['expanded'] = true, ['g'] = { { ['text'] = "No data linked to listing.", ['visible'] = true } } }; -- set whether this window lock is persistable between sessions if suffix == "Prime" or suffix == "CurrentInstance" or suffix == "RaidAssistant" or suffix == "WorldQuests" then window.lockPersistable = true; end window:Hide(); -- The Close Button. It's assigned as a local variable so you can change how it behaves. window.CloseButton = CreateFrame("Button", nil, window, "UIPanelCloseButton"); window.CloseButton:SetPoint("TOPRIGHT", window, "TOPRIGHT", -1, -1); window.CloseButton:SetSize(20, 20); window.CloseButton:SetScript("OnClick", OnCloseButtonPressed); -- The Scroll Bar. local scrollbar = CreateFrame("Slider", nil, window, "UIPanelScrollBarTemplate"); scrollbar:SetPoint("TOP", window.CloseButton, "BOTTOM", 0, -15); scrollbar:SetPoint("BOTTOMRIGHT", window, "BOTTOMRIGHT", -4, 36); scrollbar:SetScript("OnValueChanged", OnScrollBarValueChanged); scrollbar.back = scrollbar:CreateTexture(nil, "BACKGROUND"); scrollbar.back:SetColorTexture(0.1,0.1,0.1,1); scrollbar.back:SetAllPoints(scrollbar); scrollbar:SetMinMaxValues(1, 1); scrollbar:SetValueStep(1); scrollbar:SetObeyStepOnDrag(true); scrollbar.CurrentValue = 1; scrollbar:SetWidth(16); scrollbar:EnableMouseWheel(true); window:EnableMouseWheel(true); window.ScrollBar = scrollbar; -- The Corner Grip. (this isn't actually used, but it helps indicate to players that they can do something) local grip = window:CreateTexture(nil, "ARTWORK"); grip:SetTexture(app.asset("grip")); grip:SetSize(16, 16); grip:SetTexCoord(0,1,0,1); grip:SetPoint("BOTTOMRIGHT", -5, 5); window.Grip = grip; -- The Row Container. This contains all of the row frames. local container = CreateFrame("FRAME", nil, window); container:SetPoint("TOPLEFT", window, "TOPLEFT", 0, -6); container:SetPoint("RIGHT", scrollbar, "LEFT", 0, 0); container:SetPoint("BOTTOM", window, "BOTTOM", 0, 6); window.Container = container; container.rows = {}; scrollbar:SetValue(1); container:Show(); window:Update(); app.ResetCustomWindowParam(suffix); end return window; end end)(); do -- Dynamic/Main Data local RecursiveParentMapping = {}; -- Recurses upwards in the group hierarchy until finding the group with the specified value in the specified field. The -- set of groups crossed while searching will all have their mapping value set to the found group. -- While recursing, the mapping will be checked first if the current group has already been mapped, and return that mapping instead local function RecursiveParentMapper(group, field, value) if not group then return; end -- is this group already mapped? local mapped = RecursiveParentMapping[group]; if mapped then return mapped; end -- is this group the one for the mapping, or recurse to the parent mapped = (group[field] == value and group) or RecursiveParentMapper(group.parent, field, value); if mapped then RecursiveParentMapping[group] = mapped; return mapped; end end -- Common function set as the OnUpdate for a group which will build itself a 'simple' version of the -- content which matches the specified .dynamic 'field' of the group -- NOTE: Content must be cached using the dynamic 'field' local DynamicCategory_Simple = function(self) local dynamicCache = fieldCache[self.dynamic]; if dynamicCache then local rootATT = app:GetWindow("Prime").data; local top, topText, thing; local topHeaders, dynamicValue, clearSubgroups = {}, self.dynamic_value, not self.dynamic_withsubgroups; if dynamicValue then local dynamicValueCache, thingKeys = dynamicCache[dynamicValue], app.ThingKeys; if dynamicValueCache then -- app.PrintDebug("Build Dynamic Group",self.dynamic,self.dynamic_value) for _,source in pairs(app.CleanSourceIgnoredGroups(dynamicValueCache)) do -- only pull in actual 'Things' to the simple dynamic group if thingKeys[source.key] then -- find the top-level parent of the Thing top = RecursiveParentMapper(source, "parent", rootATT); -- create/match the expected top header topText = top and top.text; if topText then -- store a copy of this top header if we dont have it if not topHeaders[topText] then -- app.PrintDebug("New Dynamic Top",self.dynamic,":",dynamicValue,"==>",topText) -- app.PrintTable(topHeaders[topText]) topHeaders[topText] = CreateObject(top, true); end -- put a copy of the Thing into the matching top category (no uniques since only 1 per cached Thing) -- remove it from being considered a cost within the dynamic category thing = CreateObject(source, clearSubgroups); thing.collectibleAsCost = false; NestObject(topHeaders[topText], thing); end end end -- app.PrintDebugPrior("Complete") -- dynamic groups for Things within a specific Value of a Type are expected to be collected under a Header of the Type itself else app.print("Failed to build Simple Dynamic Category: No data cached for key & value",self.dynamic,self.dynamic_value); end else for id,sources in pairs(dynamicCache) do for _,source in pairs(app.CleanSourceIgnoredGroups(sources)) do -- find the top-level parent of the Thing top = RecursiveParentMapper(source, "parent", rootATT); -- create/match the expected top header topText = top and top.text; if topText then -- store a copy of this top header if we dont have it if not topHeaders[topText] then -- app.PrintDebug("New Dynamic Top",self.dynamic,":",dynamicValue,"==>",topText) -- app.PrintTable(topHeaders[topText]) topHeaders[topText] = CreateObject(top, true); end -- put a copy of the Thing into the matching top category (no uniques since only 1 per cached Thing) -- remove it from being considered a cost within the dynamic category thing = CreateObject(source, clearSubgroups); thing.collectibleAsCost = false; NestObject(topHeaders[topText], thing); end end end -- dynamic groups for general Types are ignored for the source tooltips self.sourceIgnored = true; end -- change the text color of the dynamic group to help indicate it is not included in the window total, if it's ignored if self.sourceIgnored then self.text = Colorize(self.text, app.Colors.SourceIgnored); end -- sort all of the Things by name in each top header and put it under the dynamic group for _,header in pairs(topHeaders) do -- delay-sort the groups in each categorized header app.SortGroupDelayed(header, "name"); NestObject(self, header); end -- reset indents and such BuildGroups(self, self.g); -- delay-sort the top level groups app.SortGroupDelayed(self, "name"); -- make sure these things are cached so they can be updated when collected, but run the caching after other dynamic groups are filled app.FunctionRunner.Run(app.CacheFields, self); -- run a direct update on itself after being populated app.DirectGroupUpdate(self); else app.print("Failed to build Simple Dynamic Category: No cached data for key",self.dynamic) end end -- Common function set as the OnUpdate for a group which will build itself a 'nested' version of the -- content which matches the specified .dynamic 'field' and .dynamic_value of the group local DynamicCategory_Nested = function(self) -- dynamic groups are ignored for the source tooltips if they aren't constrained to a specific value self.sourceIgnored = not self.dynamic_value; -- change the text color of the dynamic group to help indicate it is not included in the window total, if it's ignored if self.sourceIgnored then self.text = Colorize(self.text, app.Colors.SourceIgnored); end -- pull out all Things which should go into this category based on field & value NestObjects(self, app:BuildSearchResponse(app:GetDataCache().g, self.dynamic, self.dynamic_value, not self.dynamic_withsubgroups)); -- reset indents and such BuildGroups(self, self.g); -- delay-sort the top level groups app.SortGroupDelayed(self, "name"); -- make sure these things are cached so they can be updated when collected, but run the caching after other dynamic groups are filled app.FunctionRunner.Run(app.CacheFields, self); -- run a direct update on itself after being populated app.DirectGroupUpdate(self); end function app:GetDataCache() -- app.PrintDebug("Start app.GetDataCache") -- app.PrintMemoryUsage() local dynamicSetting = app.Settings:Get("Dynamic:Style") or 0; local Filler = (dynamicSetting == 2 and DynamicCategory_Nested) or (dynamicSetting == 1 and DynamicCategory_Simple) or nil; -- Adds a Dynamic Category Filler function to the Function Runner which will fill the provided group using the field and value local function DynamicCategory(group, field, value) -- mark the top group as dynamic for the field which it used (so popouts under the dynamic header are considered unique from other dynamic popouts) group.dynamic = field; group.dynamic_value = value; -- only perform dynamic update logic on 1 group per frame to reduce unnecessary lag app.FunctionRunner.SetPerFrame(1); -- run a direct update on itself after being populated if the Filler exists if Filler then app.FunctionRunner.Run(Filler, group); end return group; end -- Nests Dynamic categories created based on the field used to cache groups. -- Can indicate to keep sub-group Things if desired. local function NestDynamicValueCategories(dynamicCategory, field, keepSubGroups) local cat; local SearchForObject = app.SearchForObject; local cache = fieldCache[field]; for id,_ in pairs(cache) do -- create a cloned version of the cached object, or create a new object from the Creator cat = CreateObject(SearchForObject(field, id) or { [field] = id }, true); cat.parent = dynamicCategory; cat.dynamic_withsubgroups = keepSubGroups; -- don't copy maps into dynamic headers, since when the dynamic content is cached it can be weird cat.maps = nil; cat.sourceParent = nil; cat.symlink = nil; -- if the Dynamic Value category itself is not collectible, then make sure it isn't filtered if not cat.collectible then cat.u = nil; end NestObject(dynamicCategory, DynamicCategory(cat, field, id)); end -- Make sure the Dynamic Category group is sorted when opened since order isn't guaranteed by the table app.SortGroupDelayed(dynamicCategory, "name"); end -- Adds all the Dynamic groups into the provided groups (g) local function AddDynamicGroups(primeData) local g = primeData.g; -- don't cache maps for dynamic content because it's already source-cached for the respective maps app.ToggleCacheMaps(true); app.print(sformat(L["LOADING_FORMAT"], L["DYNAMIC_CATEGORY_LABEL"])); -- Future Unobtainable local db = {}; -- temp db.parent = primeData; db.back = 1; db.name = L["FUTURE_UNOBTAINABLE"]; db.text = db.name; db.description = L["FUTURE_UNOBTAINABLE_TOOLTIP"]; db.icon = 134399; -- inv_misc_qirajicrystal_05 db.dynamic_withsubgroups = true; tinsert(g, DynamicCategory(db, "rwp")); -- Artifacts (Dynamic) local db = app.CreateNPC(-10067); db.parent = primeData; tinsert(g, DynamicCategory(db, "artifactID")); -- Azerite Essences (Dynamic) local db = app.CreateNPC(-852); db.parent = primeData; tinsert(g, DynamicCategory(db, "azeriteEssenceID")); -- Battle Pets - Dynamic local db = {}; db.text = AUCTION_CATEGORY_BATTLE_PETS; db.name = db.text; db.icon = app.asset("Category_PetJournal"); db.parent = primeData; tinsert(g, DynamicCategory(db, "speciesID")); -- Conduits - Dynamic -- local db = app.CreateNPC(-981); -- db.name = db.name .. " (" .. EXPANSION_NAME8 .. ")"; -- db.parent = primeData; -- tinsert(g, DynamicCategory(db, "conduitID")); -- Factions (Dynamic) db = {}; db.name = L["FACTIONS"]; db.text = Colorize(db.name, app.Colors.SourceIgnored); db.icon = app.asset("Category_Factions"); db.parent = primeData; db.sourceIgnored = true; tinsert(g, db); NestDynamicValueCategories(db, "factionID", true); -- Flight Paths (Dynamic) db = {}; db.text = L["FLIGHT_PATHS"]; db.name = db.text; db.icon = app.asset("Category_FlightPaths"); db.parent = primeData; tinsert(g, DynamicCategory(db, "flightPathID")); -- Followers (Dynamic) local db = app.CreateNPC(-101); db.parent = primeData; tinsert(g, DynamicCategory(db, "followerID")); -- Illusions - Dynamic db = {}; db.text = L["FILTER_ID_TYPES"][103]; db.name = db.text; db.icon = 132853; db.parent = primeData; tinsert(g, DynamicCategory(db, "illusionID")); -- Mounts - Dynamic db = {}; db.text = MOUNTS; db.name = db.text; db.icon = app.asset("Category_Mounts"); db.parent = primeData; tinsert(g, DynamicCategory(db, "mountID")); -- Professions - Dynamic db = {}; db.name = TRADE_SKILLS; db.text = Colorize(db.name, app.Colors.SourceIgnored); db.icon = app.asset("Category_Professions"); db.parent = primeData; db.sourceIgnored = true; tinsert(g, db); NestDynamicValueCategories(db, "professionID"); -- Runeforge Powers - Dynamic -- local db = app.CreateNPC(-364); -- db.name = db.name .. " (" .. EXPANSION_NAME8 .. ")"; -- db.parent = primeData; -- tinsert(g, DynamicCategory(db, "runeforgePowerID")); -- Titles - Dynamic db = {}; db.icon = app.asset("Category_Titles"); db.text = PAPERDOLL_SIDEBAR_TITLES; db.name = db.text; db.parent = primeData; tinsert(g, DynamicCategory(db, "titleID")); -- Toys - Dynamic db = {}; db.icon = app.asset("Category_ToyBox"); db.f = 102; db.text = TOY_BOX; db.name = db.text; db.parent = primeData; tinsert(g, DynamicCategory(db, "toyID")); -- add an OnEnd function for the FunctionRunner to print being done app.FunctionRunner.OnEnd(function() app.ToggleCacheMaps(); app.print(sformat(L["READY_FORMAT"], L["DYNAMIC_CATEGORY_LABEL"])); end); end -- Update the Row Data by filtering raw data (this function only runs once) local allData = setmetatable({}, { __index = function(t, key) -- app.PrintDebug("Top-Root-Get",key) if key == "title" then return t.mb_title1..DESCRIPTION_SEPARATOR..t.mb_title2; end if key == "mb_title1" then return app.Settings:GetModeString(); end if key == "mb_title2" then return t.total == 0 and L["MAIN_LIST_REQUIRES_REFRESH"] or app.GetNumberOfItemsUntilNextPercentage(t.progress, t.total); end if key == "visible" then return true; end end, __newindex = function(t, key, val) -- app.PrintDebug("Top-Root-Set",key,val) if key == "visible" then return; end rawset(t, key, val); end }); allData.expanded = true; allData.icon = app.asset("content"); allData.texcoord = {429 / 512, (429 + 36) / 512, 217 / 256, (217 + 36) / 256}; allData.previewtexcoord = {1 / 512, (1 + 72) / 512, 75 / 256, (75 + 72) / 256}; allData.text = L["TITLE"]; allData.description = L["DESCRIPTION"]; allData.font = "GameFontNormalLarge"; allData.progress = 0; allData.total = 0; local g, db = {}; allData.g = g; -- Dungeons & Raids db = {}; db.g = app.Categories.Instances; db.expanded = false; db.text = GROUP_FINDER; db.name = db.text; db.icon = app.asset("Category_D&R"); tinsert(g, db); -- Zones if app.Categories.Zones then db = {}; db.g = app.Categories.Zones; db.expanded = false; db.text = BUG_CATEGORY2; db.name = db.text; db.icon = app.asset("Category_Zones") tinsert(g, db); end -- World Drops if app.Categories.WorldDrops then db = {}; db.g = app.Categories.WorldDrops; db.isWorldDropCategory = true; db.expanded = false; db.text = TRANSMOG_SOURCE_4; db.name = db.text; db.icon = app.asset("Category_WorldDrops"); tinsert(g, db); end -- Group Finder if app.Categories.GroupFinder then db = {}; db.g = app.Categories.GroupFinder; db.expanded = false; db.text = DUNGEONS_BUTTON; db.name = db.text; db.icon = app.asset("Category_GroupFinder") tinsert(g, db); end -- Achievements if app.Categories.Achievements then db = app.CreateNPC(-4); db.g = app.Categories.Achievements; db.expanded = false; db.text = TRACKER_HEADER_ACHIEVEMENTS; db.icon = app.asset("Category_Achievements") tinsert(g, db); end -- Expansion Features if app.Categories.ExpansionFeatures then db = {}; db.g = app.Categories.ExpansionFeatures; db.lvl = 10; db.expanded = false; db.text = GetCategoryInfo(15301); db.name = db.text; db.icon = app.asset("Category_ExpansionFeatures"); tinsert(g, db); end -- Holidays if app.Categories.Holidays then db = app.CreateNPC(-3); db.g = app.Categories.Holidays; db.icon = app.asset("Category_Holidays"); db.isHolidayCategory = true; db.expanded = false; db.text = GetItemSubClassInfo(15,3); tinsert(g, db); end -- Events if app.Categories.WorldEvents then db = {}; db.text = BATTLE_PET_SOURCE_7; db.name = db.text; db.description = "These events occur at different times in the game's timeline, typically as one time server wide events. Special celebrations such as Anniversary events and such may be found within this category."; db.icon = app.asset("Category_Event"); db.g = app.Categories.WorldEvents; db.expanded = false; tinsert(g, db); end -- Promotions if app.Categories.Promotions then db = {}; db.text = BATTLE_PET_SOURCE_8; db.name = db.text; db.description = "This section is for real world promotions that seeped extremely rare content into the game prior to some of them appearing within the In-Game Shop."; db.icon = app.asset("Category_Promo"); db.g = app.Categories.Promotions; db.isPromotionCategory = true; db.expanded = false; tinsert(g, db); end -- Pet Battles if app.Categories.PetBattles then db = app.CreateNPC(-796); db.g = app.Categories.PetBattles; db.lvl = 3; -- Must be 3 to train (used to be 5 pre-scale) db.expanded = false; db.text = SHOW_PET_BATTLES_ON_MAP_TEXT; -- Pet Battles db.icon = app.asset("Category_PetBattles"); tinsert(g, db); end -- PvP if app.Categories.PVP then db = {}; db.g = app.Categories.PVP; db.isPVPCategory = true; db.expanded = false; db.text = STAT_CATEGORY_PVP; db.name = db.text; db.icon = app.asset("Category_PvP"); tinsert(g, db); end -- Craftables if app.Categories.Craftables then db = {}; db.g = app.Categories.Craftables; db.DontEnforceSkillRequirements = true; db.expanded = false; db.text = LOOT_JOURNAL_LEGENDARIES_SOURCE_CRAFTED_ITEM; db.name = db.text; db.icon = app.asset("Category_Crafting"); tinsert(g, db); end -- Professions if app.Categories.Professions then db = app.CreateNPC(-38); db.g = app.Categories.Professions; db.expanded = false; db.text = TRADE_SKILLS; db.icon = app.asset("Category_Professions"); db.description = "This section will only show your character's professions outside of Account and Debug Mode."; tinsert(g, db); end -- Secrets if app.Categories.Secrets then db = app.CreateNPC(-22); db.g = app.Categories.Secrets; db.expanded = false; tinsert(g, db); end -- Gear Sets if app.Categories.GearSets then db = {}; db.g = app.Categories.GearSets; db.expanded = false; db.text = LOOT_JOURNAL_ITEM_SETS; db.name = db.text; db.icon = app.asset("Category_ItemSets"); tinsert(g, db); end -- In-Game Store if app.Categories.InGameShop then db = {}; db.g = app.Categories.InGameShop; db.expanded = false; db.text = BATTLE_PET_SOURCE_10; db.name = db.text; db.icon = app.asset("Category_InGameShop"); tinsert(g, db); end -- Black Market if app.Categories.BlackMarket then db = app.CreateNPC(-94); db.g = app.Categories.BlackMarket; db.expanded = false; db.text = BLACK_MARKET_AUCTION_HOUSE; db.icon = app.asset("Category_Blackmarket"); tinsert(g, db); end -- Factions if app.Categories.Factions then db = app.CreateNPC(-6013); db.g = app.Categories.Factions; db.expanded = false; db.text = L["FACTIONS"]; db.icon = app.asset("Category_Factions"); tinsert(g, db); end --[[ -- Models (Dynamic) db = app.CreateAchievement(9924, (function() local cache = GetTempDataMember("MODEL_CACHE"); if not cache then cache = {}; SetTempDataMember("MODEL_CACHE", cache); for i=1,78092,1 do tinsert(cache, {["displayID"] = i,["text"] = "Model #" .. i}); end end return cache; end)()); db.expanded = false; db.text = "Models (Dynamic)"; tinsert(g, db); --]] --[[ -- Gear Sets function SortGearSetInformation(a,b) local first = a.uiOrder - b.uiOrder; if first == 0 then return a.setID < b.setID; end return first < 0; end function SortGearSetSources(a,b) local first = a.invType - b.invType; if first == 0 then return a.invType < b.invType; end return first < 0; end tinsert(g, (function() --if true then return nil; end local db = GetTempDataMember("GEAR_SET_CACHE", nil); if not db then db = {}; db.expanded = false; db.text = "Item Sets"; SetTempDataMember("GEAR_SET_CACHE", db); end -- Rebuild the cache every time. cache = {}; db.g = cache; --SetDataMember("GEAR_SET_CACHE", cache); local sets = C_TransmogSets.GetAllSets(); if sets then local gearSets = {}; for index = 1,#sets do local s = sets[index]; if s then local sources = {}; tinsert(gearSets, setmetatable({ ["setID"] = s.setID, ["uiOrder"] = s.uiOrder, ["g"] = sources }, app.BaseGearSet)); for sourceID, value in pairs(C_TransmogSets.GetAllSourceIDs(s.setID)) do local _, appearanceID = C_TransmogCollection_GetAppearanceSourceInfo(sourceID); if appearanceID then for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(appearanceID)) do tinsert(sources, setmetatable({ s = otherSourceID }, app.BaseGearSource)); end else tinsert(sources, setmetatable({ s = sourceID }, app.BaseGearSource)); end end app.Sort(sources, SortGearSetSources); end end app.Sort(gearSets, SortGearSetInformation); -- Let's build some headers! local headers = {}; local header, subheader, lastHeader, lastSubHeader, lastHeaderText, lastSubHeaderText; for i, gearSet in ipairs(gearSets) do header = gearSet.header; if header then if header ~= lastHeaderText then if headers[header] then lastHeader = headers[header]; else lastHeader = setmetatable({ ["setID"] = gearSet.setID, ["subheaders"] = {}, ["g"] = {} }, app.BaseGearSetHeader); tinsert(cache, lastHeader); lastHeader = lastHeader; headers[header] = lastHeader; end lastHeaderText = header; lastSubHeaderText = nil; end else lastHeader = cache; lastHeaderText = header; end subheader = gearSet.subheader; if subheader then if subheader ~= lastSubHeaderText then if lastHeader and lastHeader.subheaders then if lastHeader.subheaders[subheader] then lastSubHeader = lastHeader.subheaders[subheader]; else lastSubHeader = setmetatable({ ["setID"] = gearSet.setID, ["g"] = { } }, app.BaseGearSetSubHeader); tinsert(lastHeader and lastHeader.g or lastHeader, lastSubHeader); lastSubHeader = lastSubHeader; lastHeader.subheaders[subheader] = lastSubHeader; end else lastSubHeader = setmetatable({ ["setID"] = gearSet.setID, ["g"] = { } }, app.BaseGearSetSubHeader); tinsert(lastHeader and lastHeader.g or lastHeader, lastSubHeader); lastSubHeader = lastSubHeader; end lastSubHeaderText = subheader; end else lastSubHeader = lastHeader; lastSubHeaderText = subheader; end gearSet.uiOrder = nil; tinsert(lastSubHeader and lastSubHeader.g or lastSubHeader, gearSet); end end return db; end)()); --]] -- Track Deaths! tinsert(g, app:CreateDeathClass()); -- Yourself. tinsert(g, app.CreateUnit("player", { ["description"] = L["DEBUG_LOGIN"], ["races"] = { app.RaceIndex }, ["c"] = { app.ClassIndex }, ["r"] = app.FactionID, ["collected"] = 1, ["nmr"] = false, ["OnUpdate"] = function(self) self.lvl = app.Level; if app.MODE_DEBUG then self.collectible = true; else self.collectible = false; end end })); -- Create Dynamic Groups Button if dynamicSetting > 0 then tinsert(g, { ["text"] = sformat(L["CLICK_TO_CREATE_FORMAT"], L["DYNAMIC_CATEGORY_LABEL"]); ["description"] = dynamicSetting == 1 and L["DYNAMIC_CATEGORY_SIMPLE_TOOLTIP"] or L["DYNAMIC_CATEGORY_NESTED_TOOLTIP"], ["icon"] = 4200123, -- misc-rnrgreengobutton ["OnUpdate"] = app.AlwaysShowUpdate, ["OnClick"] = function(row, button) local ref = row.ref; ref.OnClick = nil; ref.OnUpdate = nil; ref.visible = nil; local primeData = ref.parent; if primeData then AddDynamicGroups(primeData); end end, }); end -- The Main Window's Data app.refreshDataForce = true; -- app.PrintMemoryUsage("Prime.Data Ready") local primeWindow = app:GetWindow("Prime"); primeWindow:SetData(allData); -- app.PrintMemoryUsage("Prime Window Data Set") primeWindow:BuildData(); -- app.PrintMemoryUsage() -- app.PrintDebug("Begin Cache Prime") CacheFields(allData); -- app.PrintDebugPrior("Ended Cache Prime") -- app.PrintMemoryUsage() -- Now build the hidden "Unsorted" Window's Data allData = {}; allData.expanded = true; allData.icon = app.asset("content"); allData.texcoord = {429 / 512, (429 + 36) / 512, 217 / 256, (217 + 36) / 256}; allData.previewtexcoord = {1 / 512, (1 + 72) / 512, 75 / 256, (75 + 72) / 256}; allData.font = "GameFontNormalLarge"; allData.text = L["TITLE"] .. " (Unsorted) " .. app.Version; allData.title = L["UNSORTED_1"]; allData.description = L["UNSORTED_DESC"]; allData.visible = true; allData.progress = 0; allData.total = 0; local g, db = {}; allData.g = g; -- Never Implemented Flight Paths (Dynamic) local flightPathsCategory_NYI = {}; flightPathsCategory_NYI.g = {}; flightPathsCategory_NYI.fps = {}; flightPathsCategory_NYI.expanded = false; flightPathsCategory_NYI.icon = app.asset("Category_FlightPaths"); flightPathsCategory_NYI.text = L["FLIGHT_PATHS"]; -- Never Implemented if app.Categories.NeverImplemented then db = {}; db.expanded = false; db.g = app.Categories.NeverImplemented; db.name = L["NEVER_IMPLEMENTED"]; db.text = db.name; db.description = L["NEVER_IMPLEMENTED_DESC"]; tinsert(g, db); --tinsert(db.g, 1, flightPathsCategory_NYI); CacheFields(db); end -- Hidden Achievement Triggers if app.Categories.HiddenAchievementTriggers then db = {}; db.expanded = false; db.g = app.Categories.HiddenAchievementTriggers; db.name = "Hidden Achievement Triggers"; db.text = db.name; db.description = "Hidden Achievement Triggers"; tinsert(g, db); --app.ToggleCacheMaps(true); --CacheFields(db); --app.ToggleCacheMaps(); end -- Hidden Quest Triggers if app.Categories.HiddenQuestTriggers then db = {}; db.expanded = false; db.g = app.Categories.HiddenQuestTriggers; db.name = L["HIDDEN_QUEST_TRIGGERS"]; db.text = db.name; db.description = L["HIDDEN_QUEST_TRIGGERS_DESC"]; tinsert(g, db); app.ToggleCacheMaps(true); CacheFields(db); app.ToggleCacheMaps(); end -- Poor Quality Items if app.Categories.PoorQualityItems then db = {}; db.expanded = false; db.g = app.Categories.PoorQualityItems; db.name = "Poor Quality Items"; db.text = db.name; db.description = "Poor Quality Items"; tinsert(g, db); --app.ToggleCacheMaps(true); --CacheFields(db); --app.ToggleCacheMaps(); end -- Common Quality Items if app.Categories.CommonQualityItems then db = {}; db.expanded = false; db.g = app.Categories.CommonQualityItems; db.name = "Common Quality Items"; db.text = db.name; db.description = "Common Quality Items"; tinsert(g, db); --app.ToggleCacheMaps(true); --CacheFields(db); --app.ToggleCacheMaps(); end -- Unsorted if app.Categories.Unsorted then db = {}; db.g = app.Categories.Unsorted; db.expanded = false; db.name = L["UNSORTED_1"]; db.text = db.name; db.description = L["UNSORTED_DESC_2"]; -- since unsorted is technically auto-populated, anything nested under it is considered 'missing' in ATT db._missing = true; tinsert(g, db); app.ToggleCacheMaps(true); CacheFields(db); app.ToggleCacheMaps(); end local unsorted = app:GetWindow("Unsorted"); unsorted:SetData(allData); unsorted:BuildData(); --[[ local buildCategoryEntry = function(self, headers, searchResults, inst) local header = self; for j,o in ipairs(searchResults) do if o.u and o.u == 1 then return nil; else for key,value in pairs(o) do rawset(inst, key, value); end if o.parent then if not o.sourceQuests then local questID = GetRelativeValue(o, "questID"); if questID then if not inst.sourceQuests then inst.sourceQuests = {}; end if not contains(inst.sourceQuests, questID) then tinsert(inst.sourceQuests, questID); end else local sourceQuests = GetRelativeValue(o, "sourceQuests"); if sourceQuests then if not inst.sourceQuests then inst.sourceQuests = {}; for k,questID in ipairs(sourceQuests) do tinsert(inst.sourceQuests, questID); end else for k,questID in ipairs(sourceQuests) do if not contains(inst.sourceQuests, questID) then tinsert(inst.sourceQuests, questID); end end end end end end if GetRelativeValue(o, "isHolidayCategory") then header = headers[-3]; if not header then header = app.CreateNPC(-3); headers[-3] = header; tinsert(self.g, header); header.parent = self; header.g = {}; end elseif GetRelativeValue(o, "isPromotionCategory") then header = headers["promo"]; if not header then header = {}; header.text = BATTLE_PET_SOURCE_8; header.icon = app.asset("Category_Promo"); headers["promo"] = header; tinsert(self.g, header); header.parent = self; header.g = {}; end elseif GetRelativeValue(o, "isPVPCategory") then header = headers["pvp"]; if not header then header = {}; header.text = PVP; header.icon = app.asset("Category_PvP"); headers["pvp"] = header; tinsert(self.g, header); header.parent = self; header.g = {}; end elseif o.parent.headerID == 0 or o.parent.headerID == -1 or o.parent.headerID == -82 or GetRelativeValue(o, "isWorldDropCategory") then header = headers["drop"]; if not header then header = {}; header.text = BATTLE_PET_SOURCE_1; header.icon = app.asset("Category_WorldDrops"); headers["drop"] = header; tinsert(self.g, header); header.parent = self; header.g = {}; end elseif o.parent.key == "npcID" then if GetRelativeValue(o, "headerID") == -2 then header = headers[-2]; if not header then header = app.CreateNPC(-2); headers[-2] = header; tinsert(self.g, header); header.parent = self; header.g = {}; end else header = headers["drop"]; if not header then header = {}; header.text = BATTLE_PET_SOURCE_1; header.icon = app.asset("Category_WorldDrops"); headers["drop"] = header; tinsert(self.g, header); header.parent = self; header.g = {}; end end elseif o.parent.key == "categoryID" then header = headers["crafted"]; if not header then header = {}; header.text = LOOT_JOURNAL_LEGENDARIES_SOURCE_CRAFTED_ITEM; header.icon = app.asset("Category_Crafting"); headers["crafted"] = header; tinsert(self.g, header); header.parent = self; header.g = {}; end else local headerID = GetDeepestRelativeValue(o, "headerID"); if headerID then header = headers[headerID]; if not header then header = app.CreateNPC(headerID); headers[headerID] = header; tinsert(self.g, header); header.parent = self; header.g = {}; end end end end end end inst.parent = header; inst.progress = nil; inst.total = nil; inst.g = nil; tinsert(inst.parent.g, inst); return inst; end -- ]] -- Update Achievement data. --[[ local function cacheAchievementData(self, categories, g) if g then for i,o in ipairs(g) do if o.achievementCategoryID then categories[o.achievementCategoryID] = o; if not o.g then o.g = {}; else cacheAchievementData(self, categories, o.g); end elseif o.achievementID then self.achievements[o.achievementID] = o; end end end end local function getAchievementCategory(categories, achievementCategoryID) local c = categories[achievementCategoryID]; if not c then c = app.CreateAchievementCategory(achievementCategoryID); categories[achievementCategoryID] = c; c.g = {}; local p = getAchievementCategory(categories, c.parentCategoryID); if not p.g then p.g = {}; end table.insert(p.g, c); c.parent = p; end return c; end local function achievementSort(a, b) if a.achievementCategoryID then if b.achievementCategoryID then return a.achievementCategoryID < b.achievementCategoryID; end return true; elseif b.achievementCategoryID then return false; end return sortByNameSafely(a, b); end; achievementsCategory.OnUpdate = function(self) local categories = {}; categories[-1] = self; cacheAchievementData(self, categories, self.g); for i,_ in pairs(fieldCache["achievementID"]) do if not self.achievements[i] then local achievement = app.CreateAchievement(tonumber(i)); for j,o in ipairs(_) do for key,value in pairs(o) do rawset(achievement, key, value); end if o.parent and not o.sourceQuests then local questID = GetRelativeValue(o, "questID"); if questID then if not achievement.sourceQuests then achievement.sourceQuests = {}; end if not contains(achievement.sourceQuests, questID) then tinsert(achievement.sourceQuests, questID); end else local sourceQuests = GetRelativeValue(o, "sourceQuests"); if sourceQuests then if not achievement.sourceQuests then achievement.sourceQuests = {}; for k,questID in ipairs(sourceQuests) do tinsert(achievement.sourceQuests, questID); end else for k,questID in ipairs(sourceQuests) do if not contains(achievement.sourceQuests, questID) then tinsert(achievement.sourceQuests, questID); end end end end end end end self.achievements[i] = achievement; achievement.progress = nil; achievement.total = nil; achievement.g = nil; achievement.parent = getAchievementCategory(categories, achievement.parentCategoryID); if not achievement.u or achievement.u ~= 1 then tinsert(achievement.parent.g, achievement); end end end app.Sort(self.g, achievementSort, true); end achievementsCategory:OnUpdate(); ]]-- -- Perform Heirloom caching/upgrade generation app.CacheHeirlooms(); -- StartCoroutine("VerifyRecursionUnsorted", function() app.VerifyCache(); end, 5); -- app.PrintDebug("Finished app.GetDataCache") -- app.PrintMemoryUsage() app.GetDataCache = function() -- app.PrintDebug("Cached GetDataCache") return app:GetWindow("Prime").data; end return allData; end end -- Dynamic/Main Data -- Collection Window Creation app._RefreshData = function() -- app.PrintDebug("_RefreshData",app.refreshDataForce and "FORCE", app.refreshDataGot and "COLLECTED") -- Send an Update to the Windows to Rebuild their Row Data if app.refreshDataForce then app.refreshDataForce = nil; app:GetDataCache(); -- Refresh all Quests without callback app.QueryCompletedQuests(); -- Reapply custom collects app.RefreshCustomCollectibility(); -- Forcibly update the windows. app._UpdateWindows(true, app.refreshDataGot); else app._UpdateWindows(nil, app.refreshDataGot); end app.refreshDataQueued = nil; app.refreshDataGot = nil; -- Send a message to your party members. local data = app:GetWindow("Prime").data; local msg = "A\t" .. app.Version .. "\t" .. (data.progress or 0) .. "\t" .. (data.total or 0); if app.lastMsg ~= msg then SendSocialMessage(msg); app.lastMsg = msg; end wipe(searchCache); end function app:RefreshData(lazy, got, manual) -- app.PrintDebug("RefreshData",lazy and "LAZY", got and "COLLECTED", manual and "MANUAL") app.refreshDataForce = app.refreshDataForce or not lazy; app.refreshDataGot = app.refreshDataGot or got; app.refreshDataQueued = true; -- Don't refresh if not ready if not app.IsReady then -- print("Not ready, .1sec self callback") DelayedCallback(app.RefreshData, 0.1, self, lazy); elseif manual then -- print("manual refresh after combat") AfterCombatCallback(app._RefreshData); else -- print(".5sec delay callback") AfterCombatOrDelayedCallback(app._RefreshData, 0.5); end end do -- Search Response Logic local IncludeUnavailableRecipes, IgnoreBoEFilter; -- Set some logic which is used during recursion without needing to set it on every recurse local function SetRescursiveFilters() IncludeUnavailableRecipes = not app.BuildSearchResponse_IgnoreUnavailableRecipes; IgnoreBoEFilter = app.FilterItemClass_IgnoreBoEFilter; end -- Collects a cloned hierarchy of groups which simply have the field defined local function BuildSearchResponseByField(groups, field, clear) if groups then local t, response, clone; for _,group in ipairs(groups) do if not group.sourceIgnored then if group[field] then -- some recipes are faction locked and cannot be learned by the current character, so don't include them if specified if IncludeUnavailableRecipes or not group.spellID or IgnoreBoEFilter(group) then clone = clear and CreateObject(group, true) or CreateObject(group); if t then tinsert(t, clone); else t = { clone }; end end else response = BuildSearchResponseByField(group.g, field, clear); if response then local groupCopy = {}; -- copy direct group values only MergeProperties(groupCopy, group); -- no need to clone response, since it is already cloned above groupCopy.g = response; -- the group itself does not meet the field/value expectation, so force it to be uncollectible groupCopy.collectible = false; -- don't copy in any extra data for the header group which can pull things into groups, or reference other groups groupCopy.sym = nil; groupCopy.sourceParent = nil; if t then tinsert(t, groupCopy); else t = { groupCopy }; end end end end end return t; end end -- Collects a cloned hierarchy of groups which have the field defined with the required value local function BuildSearchResponseByFieldValue(groups, field, value, clear) if groups then local t, response, v, clone; for _,group in ipairs(groups) do if not group.sourceIgnored then v = group[field]; if v and (v == value or (field == "requireSkill" and app.SpellIDToSkillID[app.SpecializationSpellIDs[v] or 0] == value)) then -- some recipes are faction locked and cannot be learned by the current character, so don't include them if specified if IncludeUnavailableRecipes or not group.spellID or IgnoreBoEFilter(group) then clone = clear and CreateObject(group, true) or CreateObject(group); if t then tinsert(t, clone); else t = { clone }; end end else response = BuildSearchResponseByFieldValue(group.g, field, value, clear); if response then local groupCopy = {}; -- copy direct group values only MergeProperties(groupCopy, group); -- no need to clone response, since it is already cloned above groupCopy.g = response; -- the group itself does not meet the field/value expectation, so force it to be uncollectible groupCopy.collectible = false; -- don't copy in any extra data for the header group which can pull things into groups, or reference other groups groupCopy.sym = nil; groupCopy.sourceParent = nil; if t then tinsert(t, groupCopy); else t = { groupCopy }; end end end end end return t; end end local MainRoot, UnsortedRoot; local ClonedHierarchyGroups = {}; local ClonedHierarachyMapping = {}; -- Finds existing clone of the parent group, or clones the group into the proper clone hierarchy local function MatchOrCloneParentInHierarchy(group) if group then -- already cloned group, return the clone local groupCopy = ClonedHierarachyMapping[group]; if groupCopy then return groupCopy; end -- new cloned parent groupCopy = {}; -- copy direct group values only MergeProperties(groupCopy, group); -- the group itself does not meet the field/value expectation, so force it to be uncollectible groupCopy.collectible = false; -- don't copy in any extra data for the header group which can pull things into groups, or reference other groups groupCopy.sym = nil; groupCopy.sourceParent = nil; -- always a parent, so it will have a .g groupCopy.g = {}; ClonedHierarachyMapping[group] = groupCopy; -- is this a top-level group? local parent = group.parent; if parent == MainRoot then -- app.PrintDebug("Added top cloned parent",groupCopy.text) tinsert(ClonedHierarchyGroups, groupCopy); return groupCopy; elseif parent == UnsortedRoot then -- app.PrintDebug("Don't capture Unsorted",groupCopy.text) -- don't collect the unsorted content into the cloned groups return groupCopy; else -- need to clone and attach this group to its cloned parent local clonedParent = MatchOrCloneParentInHierarchy(parent); -- if not clonedParent then -- app.PrintDebug("Null Cloned Parent?",group.text,group.parent and group.parent.text) -- end NestObject(clonedParent, groupCopy); -- tinsert(clonedParent.g, groupCopy); return groupCopy; end end end -- Creates a cloned hierarchy of the cached groups which match a particular key and value local function BuildSearchResponseViaCachedGroups(cacheContainer, field, value, clear) if cacheContainer then MainRoot = app:GetDataCache(); UnsortedRoot = app:GetWindow("Unsorted").data; wipe(ClonedHierarchyGroups); wipe(ClonedHierarachyMapping); local parent, thing; if value then local sources = app.CleanSourceIgnoredGroups(cacheContainer[value]); if not sources then return ClonedHierarchyGroups; end -- for each source of each Thing with the value for _,source in ipairs(sources) do -- some recipes are faction locked and cannot be learned by the current character, so don't include them if specified if IncludeUnavailableRecipes or not source.spellID or IgnoreBoEFilter(source) then -- find/clone the expected parent group in hierachy parent = MatchOrCloneParentInHierarchy(source.parent); -- clone the Thing into the cloned parent thing = clear and CreateObject(source, true) or CreateObject(source); -- don't copy in any extra data for the thing which can pull things into groups, or reference other groups thing.sym = nil; thing.sourceParent = nil; -- need to map the cloned Thing also since it may end up being a parent of another Thing ClonedHierarachyMapping[source] = thing; NestObject(parent, thing); end end else for id,sources in pairs(cacheContainer) do -- for each source of each Thing for _,source in ipairs(app.CleanSourceIgnoredGroups(sources)) do -- some recipes are faction locked and cannot be learned by the current character, so don't include them if specified if IncludeUnavailableRecipes or not source.spellID or IgnoreBoEFilter(source) then -- find/clone the expected parent group in hierachy parent = MatchOrCloneParentInHierarchy(source.parent); -- clone the Thing into the cloned parent thing = clear and CreateObject(source, true) or CreateObject(source); -- don't copy in any extra data for the thing which can pull things into groups, or reference other groups thing.sym = nil; thing.sourceParent = nil; -- need to map the cloned Thing also since it may end up being a parent of another Thing ClonedHierarachyMapping[source] = thing; NestObject(parent, thing); end end end end return ClonedHierarchyGroups; end end -- Collects a cloned hierarchy of groups which have the field and/or value within the given field. Specify 'clear' if found groups which match -- should additionally clear their contents when being cloned function app:BuildSearchResponse(groups, field, value, clear) if groups then -- app.PrintDebug("BSR:",field,value,clear) SetRescursiveFilters(); local cacheContainer = SearchForFieldContainer(field); if cacheContainer then return BuildSearchResponseViaCachedGroups(cacheContainer, field, value, clear); end if value then return BuildSearchResponseByFieldValue(groups, field, value, clear); else return BuildSearchResponseByField(groups, field, clear); end end end end -- Search Response Logic -- Store the Custom Windows Update functions which are required by specific Windows (function() local customWindowUpdates = { params = {} }; -- Returns the Custom Update function based on the Window suffix if existing function app:CustomWindowUpdate(suffix) return customWindowUpdates[suffix]; end -- Retrieves the value of the specific attribute for the given window suffix app.GetCustomWindowParam = function(suffix, name) local params = customWindowUpdates.params; if params[suffix] then return params[suffix][name] end end -- Defines the value of the specific attribute for the given window suffix app.SetCustomWindowParam = function(suffix, name, value) local params = customWindowUpdates.params; if params[suffix] then params[suffix][name] = value; else params[suffix] = { [name] = value } end end -- Removes the custom attributes for a given window suffix app.ResetCustomWindowParam = function(suffix) customWindowUpdates.params[suffix] = nil; end customWindowUpdates["AchievementHarvester"] = function(self, ...) -- /script AllTheThings:GetWindow("AchievementHarvester"):Toggle(); if self:IsVisible() then if not self.initialized then self.doesOwnUpdate = true; self.initialized = true; self.Limit = 15596; -- MissingAchievements:9.2.5.42850 self.PartitionSize = 2000; local db = {}; local CleanUpHarvests = function() local g, partition, pg, pgcount, refresh = self.data.g; local count = g and #g or 0; if count > 0 then for p=count,1,-1 do partition = g[p]; if partition.g and partition.expanded then refresh = true; pg = partition.g; pgcount = #pg; -- print("UpdateDone.Partition",partition.text,pgcount) if pgcount > 0 then for i=pgcount,1,-1 do if pg[i].collected then -- item harvested, so remove it -- print("remove",pg[i].text) table.remove(pg, i); end end else -- empty partition, so remove it table.remove(g, p); end end end if refresh then -- refresh the window again self:BaseUpdate(); else -- otherwise stop until a group is expanded again self.UpdateDone = nil; end end end; -- add a bunch of raw, delay-loaded items in order into the window local groupCount = math.ceil(self.Limit / self.PartitionSize); local g, overrides = {}, {visible=true}; local partition, partitionStart, partitionGroups; local dlo, obj = app.DelayLoadedObject, app.CreateAchievementHarvester; for j=0,groupCount,1 do partitionStart = j * self.PartitionSize; partitionGroups = {}; -- define a sub-group for a range of quests partition = { ["text"] = tostring(partitionStart + 1).."+", ["icon"] = app.asset("Interface_Quest_header"), ["visible"] = true, ["OnClick"] = function(row, button) -- assign the clean up method now that the group was clicked self.UpdateDone = CleanUpHarvests; -- no return so that it acts like a normal row end, ["g"] = partitionGroups, }; for i=1,self.PartitionSize,1 do tinsert(partitionGroups, dlo(obj, "text", overrides, partitionStart + i)); end tinsert(g, partition); end db.g = g; db.text = "Achievement Harvester"; db.icon = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider"; db.description = "This is a contribution debug tool. NOT intended to be used by the majority of the player base.\n\nExpand a group to harvest the 1,000 Achievements within that range."; db.visible = true; db.expanded = true; db.back = 1; self:SetData(db); end self:BaseUpdate(true); end end; customWindowUpdates["AuctionData"] = function(self) if not self.initialized then local C_AuctionHouse_ReplicateItems = C_AuctionHouse.ReplicateItems; self.shouldFullRefresh = false; self.initialized = true; self:SetData({ ["text"] = "Auction Module", ["visible"] = true, ["back"] = 1, ["icon"] = "INTERFACE/ICONS/INV_Misc_Coin_01", ["description"] = "This is a debug window for all of the auction data that was returned. Turn on 'Account Mode' to show items usable on any character on your account!", ["options"] = { { ["text"] = "Wipe Scan Data", ["icon"] = "INTERFACE/ICONS/INV_FIRSTAID_SUN-BLEACHED LINEN", ["description"] = "Click this button to wipe out all of the previous scan data.", ["visible"] = true, ["priority"] = -4, ["OnClick"] = function() if AllTheThingsAuctionData then local window = app:GetWindow("AuctionData"); wipe(AllTheThingsAuctionData); wipe(window.data.g); for i,option in ipairs(window.data.options) do tinsert(window.data.g, option); end window:Update(); end end, ['OnUpdate'] = function(data) local window = app:GetWindow("AuctionData"); data.visible = #window.data.g > #window.data.options; return true; end, }, { ["text"] = "Scan or Load Last Save", ["icon"] = "INTERFACE/ICONS/INV_DARKMOON_EYE", ["description"] = "Click this button to perform a full scan of the auction house or load the last scan conducted within 15 minutes. The game may or may not freeze depending on the size of your auction house.\n\nData should populate automatically.", ["visible"] = true, ["priority"] = -3, ["OnClick"] = function() if AucAdvanced and AucAdvanced.API then AucAdvanced.API.CompatibilityMode(1, ""); end -- Only allow a scan once every 15 minutes. local cooldown, now = GetDataMember("AuctionScanCooldownTime", 0), time(); if cooldown - now < 0 then SetDataMember("AuctionScanCooldownTime", time() + 900); app.AuctionFrame:RegisterEvent("REPLICATE_ITEM_LIST_UPDATE"); C_AuctionHouse_ReplicateItems(); else app.print(": Throttled scan! Please wait " .. RoundNumber(cooldown - now, 0) .. " before running another. Loading last save instead..."); StartCoroutine("ProcessAuctionData", app.ProcessAuctionData, 1); end end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ["text"] = "Toggle Debug Mode", ["icon"] = "INTERFACE/ICONS/INV_MISC_WRENCH_02", ["description"] = "Click this button to toggle debug mode to show everything regardless of filters!", ["visible"] = true, ["priority"] = -2, ["OnClick"] = function() app.Settings:ToggleDebugMode(); end, ['OnUpdate'] = function(data) data.visible = true; if app.MODE_DEBUG then -- Novaplane made me do it data.trackable = true; data.saved = true; else data.trackable = nil; data.saved = nil; end return true; end, }, { ["text"] = "Toggle Account Mode", ["icon"] = "INTERFACE/ICONS/ACHIEVEMENT_GUILDPERK_HAVEGROUP WILLTRAVEL", ["description"] = "Turn this setting on if you want to track all of the Things for all of your characters regardless of class and race filters.\n\nUnobtainable filters still apply.", ["visible"] = true, ["priority"] = -1, ["OnClick"] = function() app.Settings:ToggleAccountMode(); end, ['OnUpdate'] = function(data) data.visible = true; if app.MODE_ACCOUNT then data.trackable = true; data.saved = true; else data.trackable = nil; data.saved = nil; end return true; end, }, { ["text"] = "Toggle Faction Mode", ["icon"] = "INTERFACE/ICONS/INV_Scarab_Crystal", ["description"] = "Click this button to toggle faction mode to show everything for your faction!", ["visible"] = true, ["OnClick"] = function() app.Settings:ToggleFactionMode(); end, ['OnUpdate'] = function(data) if app.MODE_DEBUG or not app.MODE_ACCOUNT then data.visible = false; else data.visible = true; if app.Settings:Get("FactionMode") then data.trackable = true; data.saved = true; else data.trackable = nil; data.saved = nil; end end return true; end, }, { ["text"] = "Toggle Unobtainable Items", ["icon"] = "INTERFACE/ICONS/SPELL_BROKENHEART", ["description"] = "Click this button to see currently unobtainable items in the auction data.", ["visible"] = true, ["priority"] = 0, ["OnClick"] = function() local show = not app.Settings:GetValue("Unobtainable", 7); app.Settings:SetValue("Unobtainable", 7, show); for k,v in pairs(L["UNOBTAINABLE_ITEM_REASONS"]) do if v[1] == 1 or v[1] == 2 or v[1] == 3 then if k ~= 7 then app.Settings:SetValue("Unobtainable", k, show); end end end app.Settings:Refresh(); app:RefreshData(); end, ['OnUpdate'] = function(data) data.visible = true; if app.Settings:GetValue("Unobtainable", 7) then data.trackable = true; data.saved = true; else data.trackable = nil; data.saved = nil; end return true; end, }, }, ["g"] = {} }); for i,option in ipairs(self.data.options) do tinsert(self.data.g, option); end end -- Update the window and all of its row data self.data.progress = 0; self.data.total = 0; self.data.indent = 0; self.data.back = 1; BuildGroups(self.data, self.data.g); app.TopLevelUpdateGroup(self.data, self); self.data.visible = true; self:BaseUpdate(true); end; customWindowUpdates["Bounty"] = function(self, force, got) if not self.initialized then self.initialized = true; self:SetData({ ['text'] = L["BOUNTY"], ['icon'] = "Interface\\Icons\\INV_BountyHunting.blp", ["description"] = L["BOUNTY_DESC"], ['visible'] = true, ['expanded'] = true, ['indent'] = 0, ['g'] = { { ['text'] = L["OPEN_AUTOMATICALLY"], ['icon'] = "Interface\\Icons\\INV_Misc_Note_01", ['description'] = L["OPEN_AUTOMATICALLY_DESC"], ['visible'] = true, ['OnUpdate'] = app.AlwaysShowUpdate, ['OnClick'] = function(row, button) if app.Settings:GetTooltipSetting("Auto:BountyList") then app.Settings:SetTooltipSetting("Auto:BountyList", false); row.ref.saved = false; self:BaseUpdate(true, got); else app.Settings:SetTooltipSetting("Auto:BountyList", true); row.ref.saved = true; self:BaseUpdate(true, got); end return true; end, }, app.CreateNPC(-34, { ['description'] = L["TWO_CLOAKS"], ['g'] = { app.CreateItemSource(102106, 165685), -- House of Nobles Cape app.CreateItemSource(102105, 165684), -- Gurubashi Empire Greatcloak }, }), app.CreateNPC(-16, { -- Rares app.CreateNPC(87622, { -- Ogom the Mangler ['description'] = L["OGOM_THE_MANGLER_DESC"], ['g'] = { app.CreateItemSource(67041, 119366), }, }), }), }, }); BuildGroups(self.data, self.data.g); self.rawData = {}; local function RefreshBounties() if #self.data.g > 1 and app.Settings:GetTooltipSetting("Auto:BountyList") then self.data.g[1].saved = true; self:SetVisible(true); end end self:SetScript("OnEvent", function(self, e, ...) if select(1, ...) == "AllTheThings" then self:UnregisterEvent("ADDON_LOADED"); Callback(RefreshBounties); end end); self:RegisterEvent("ADDON_LOADED"); end if self:IsVisible() then -- Update the window and all of its row data self.data.progress = 0; self.data.total = 0; self.data.back = 1; self.data.indent = 0; self.data.visible = true; self:BaseUpdate(true, got); end end; customWindowUpdates["CosmicInfuser"] = function(self, force) if self:IsVisible() then if not self.initialized then self.initialized = true; force = true; self:SetData({ ['text'] = "Cosmic Infuser", ['icon'] = "Interface\\Icons\\INV_Misc_Celestial Map.blp", ["description"] = "This window helps debug when we're missing map IDs in the addon.", ['visible'] = true, ['expanded'] = true, ['OnUpdate'] = app.AlwaysShowUpdate, ['g'] = { { ['text'] = "Check for missing maps now!", ['icon'] = "Interface\\Icons\\INV_Misc_Map_01", ['description'] = "This function will check for missing mapIDs in ATT.", ['OnClick'] = function(data, button) Push(self, "Rebuild", self.Rebuild); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, }, }); local openMinilist = function(row, button) -- logic to right-click to set the minilist to this mapID, for testing if button == "RightButton" then app.OpenMiniList(row.ref.mapID, true); return true; end end local meta = { ["collected"] = function(t) local results = SearchForField("mapID", t.mapID); rawset(t, "collected", results and true or false); rawset(t, "title", results and #results or 0); return rawget(t, "collected"); end, }; -- an override base table for the normal map base table... local baseMap = { __index = function(t, key) return meta[key] and meta[key](t) or app.BaseMap.__index(t, key); end }; self.Rebuild = function(self) -- Rebuild all the datas local temp = self.data.g[1]; wipe(self.data.g); tinsert(self.data.g, temp); -- Go through all of the possible maps local allmapchains = {}; for mapID=1,3000,1 do local mapInfo = C_Map_GetMapInfo(mapID); if mapInfo then local mapObject = setmetatable({ ["mapID"] = mapID, ["collectible"] = true, ["OnClick"] = openMinilist }, baseMap); -- Recurse up the map chain and build the full hierarchy local parentMapID = mapInfo.parentMapID; while parentMapID do mapInfo = C_Map_GetMapInfo(parentMapID); if mapInfo then mapObject = setmetatable({ ["mapID"] = parentMapID, ["collectible"] = true, ["OnClick"] = openMinilist, ["g"] = { mapObject } }, baseMap); parentMapID = mapInfo.parentMapID; else break; end end -- Merge it into the listing. tinsert(allmapchains, mapObject); end end NestObjects(self.data, allmapchains); BuildGroups(self.data, self.data.g); self:Update(true); end end -- Update the window and all of its row data self:BaseUpdate(force); end end; customWindowUpdates["CurrentInstance"] = function(self, force, got) -- app.PrintDebug("CurrentInstance:Update",force,got) if not self.initialized then force = true; self.initialized = true; self.openedOnLogin = false; self.CurrentMaps = {}; self.IsSameMapData = function(self) if not self.mapID or self.CurrentMaps[self.mapID] then return true; end end self.SetMapID = function(self, mapID) -- print("SetMapID",mapID) self.mapID = mapID; self:SetVisible(true); self:Update(); end local function IsNotComplete(group) return not app.IsComplete(group) and app.RecursiveGroupRequirementsFilter(group); end local function CheckGroup(group, func) if func(group) then return true; end if group.g then for _,o in ipairs(group.g) do if CheckGroup(o, func) then return true; end end end end -- Returns the consolidated data format for the next header level -- Headers are forced not collectible, and will have their content sorted, and can be copied from the existing Source header local function CreateHeaderData(group, header) -- copy an uncollectible version of the existing header if header then header = CreateObject(header, true); header.g = { group }; header.sort = true; header.collectible = false; -- header groups in minilist shouldn't be attached to some random other source location/data/info -- since they will be comprised of groups from many different source locations header.sourceParent = nil; header.customCollect = nil; header.u = nil; header.races = nil; header.r = nil; header.c = nil; header.nmc = nil; header.nmr = nil; return header; else return { g = { group }, ["sort"] = true, ["collectible"] = false, }; end end -- set of keys for headers which can be nested in the minilist automatically, but not confined to a direct top header local subGroupKeys = { "filterID", "professionID", "raceID", "holidayID", "instanceID", }; -- set of keys for headers which can be nested in the minilist within an Instance automatically, but not confined to a direct top header local subGroupInstanceKeys = { "filterID", "professionID", "raceID", "holidayID", }; -- Keep a static collection of top-level groups in the list so they can just be referenced for adding new local topHeaders = { -- ACHIEVEMENTS = -4 [-4] = "achievementID", -- BUILDINGS = -99; [-99] = true, -- COMMON_BOSS_DROPS = -1; [-1] = true, -- FACTIONS = -6013; [-6013] = "factionID", -- FLIGHT_PATHS = -228; [-228] = "flightPathID", -- HOLIDAY = -3; [-3] = "holidayID", -- PROFESSIONS = -38; [-38] = "professionID", -- QUESTS = -17; [-17] = "questID", -- RARES = -16; [-16] = true, -- SECRETS = -22; [-22] = true, -- TREASURES = -212; [-212] = "objectID", -- VENDORS = -2; [-2] = true, -- ZONE_DROPS = 0; [0] = true, }; -- Headers possible in a hierarchy that should just be ignored local ignoredHeaders = { -- GARRISONS [-9966] = true, }; -- self.Rebuild (function() local results, groups, nested, header, headerKeys, difficultyID, topHeader, nextParent, headerID, groupKey, typeHeaderID, isInInstance; self.Rebuild = function(self) -- print("Rebuild",self.mapID); -- check if this is the same 'map' for data purposes if self:IsSameMapData() then self.data.mapID = self.mapID; return; end wipe(self.CurrentMaps); -- Get all results for this map, without any results that have been cloned into Source Ignored groups results = app.CleanSourceIgnoredGroups(SearchForField("mapID", self.mapID)); if results then -- print(#results,"Minilist Results for mapID",self.mapID) -- Simplify the returned groups groups = {}; header = app.CreateMap(self.mapID, { g = groups }); self.CurrentMaps[self.mapID] = true; isInInstance = IsInInstance(); headerKeys = isInInstance and subGroupInstanceKeys or subGroupKeys; for _,group in ipairs(results) do -- do not use any raw Source groups in the final list -- app.PrintDebug("Clone",group.hash) group = CreateObject(group); -- app.PrintDebug("Done") -- print(group.key,group.key and group[group.key],group.text) nested = nil; -- Cache the difficultyID, if there is one and we are in an actual instance where the group is being mapped difficultyID = isInInstance and GetRelativeValue(group, "difficultyID"); -- groups which 'should' be a root of the minilist if (group.instanceID or group.mapID or group.key == "classID") -- and actually match this minilist... -- only if this group mapID matches the minilist mapID directly or by maps and (group.mapID == self.mapID or (group.maps and contains(group.maps, self.mapID))) then if group.maps then for _,m in ipairs(group.maps) do self.CurrentMaps[m] = true; end end MergeProperties(header, group, true); NestObjects(header, group.g); group = nil; else -- Get the header chain for the group nextParent = group.parent; -- Pre-nest some groups based on their type after grabbing the parent -- Achievements / Achievement / Criteria if group.key == "criteriaID" and group.achievementID then -- print("pre-nest achieve",group.criteriaID, group.achievementID) group = app.CreateAchievement(group.achievementID, CreateHeaderData(group)); end -- Building the header chain for each mapped Thing topHeader = nil; while nextParent do headerID = nextParent.headerID; if headerID then -- This matches a top-level header, track that top-level header at the highest point if topHeaders[headerID] then -- already found a matching header, then nest it before switching if topHeader then group = CreateHeaderData(group, topHeader); end topHeader = nextParent; elseif not ignoredHeaders[headerID] then group = CreateHeaderData(group, nextParent); nested = true; end else for _,hkey in ipairs(headerKeys) do if nextParent[hkey] then -- create the specified group Type header group = CreateHeaderData(group, nextParent); nested = true; break; end end end nextParent = nextParent.parent; end -- Create/match the header chain for the zone list assuming it matches one of the allowed top headers if topHeader then group = CreateHeaderData(group, topHeader); nested = true; end end -- couldn't nest this thing using a topheader header, try to use the key of the last nested group to figure out the topheader if not topHeader and group then groupKey = group.key; typeHeaderID = nil; -- determine the expected top header for this 'thing' based on its key for headerID,key in pairs(topHeaders) do if groupKey == key then typeHeaderID = headerID; break; end end -- and based on the Type of the original Thing if it was never listed under any matching top headers if typeHeaderID then group = app.CreateNPC(typeHeaderID, CreateHeaderData(group)); nested = true; end -- really really special cases... -- Battle Pets get a raw Filter group if not nested and groupKey == "speciesID" then group = app.CreateFilter(101, CreateHeaderData(group)); end -- otherwise the group itself will be the topHeader in the minilist, and its content will be sorted since it may be merging with an existing group group.sort = true; nested = true; end -- If relative to a difficultyID, then merge it into one. if difficultyID then group = app.CreateDifficulty(difficultyID, { g = { group } }); end if group then MergeObject(groups, group); end end -- Check for difficulty groups -- local cbd, zd = -1, -1; -- local groupHeaderID, g; -- for _,group in ipairs(groups) do -- g = group.g; -- if g and group.difficultyID then -- cbd, zd = -1, -1; -- -- Look for special headers -- for j,subgroup in ipairs(g) do -- groupHeaderID = subgroup.headerID; -- -- Common Boss Drops -- if groupHeaderID == -1 then -- cbd = j; -- end -- -- Zone Drops -- if groupHeaderID == 0 then -- zd = j; -- end -- end -- -- Push the Common Boss Drop header to the top -- if cbd > -1 then -- tinsert(g, 1, table.remove(g, cbd)); -- end -- -- Push the Zone Drop header to the bottom -- if zd > -1 then -- tinsert(g, table.remove(g, zd)); -- end -- end -- end header.u = nil; header.mapID = self.mapID; header.visible = true; setmetatable(header, header.instanceID and app.BaseInstance or header.classID and app.BaseCharacterClass or header.achID and app.BaseMapWithAchievementID or app.BaseMap); -- Swap out the map data for the header. self:SetData(header); -- Fill up the groups that need to be filled! app.FillGroups(header); -- sort top level by name if not in an instance if not GetRelativeValue(header, "instanceID") then app.SortGroup(header, "name"); end -- and conditionally sort the entire list (sort groups which contain 'mapped' content) app.SortGroup(header, "name", nil, true, "sort"); local expanded; -- if enabled, minimize rows based on difficulty local difficultyID = select(3, GetInstanceInfo()); if app.Settings:GetTooltipSetting("Expand:Difficulty") then if difficultyID and difficultyID > 0 and header.g then for _,row in ipairs(header.g) do if row.difficultyID or row.difficulties then if (row.difficultyID or -1) == difficultyID or (row.difficulties and containsValue(row.difficulties, difficultyID)) then if not row.expanded then ExpandGroupsRecursively(row, true, true); expanded = true; end elseif row.expanded then ExpandGroupsRecursively(row, false, true); end -- Zone Drops/Common Boss Drops should also be expanded within instances -- elseif row.headerID == 0 or row.headerID == -1 then -- if not row.expanded then ExpandGroupsRecursively(row, true); expanded = true; end end end -- No difficulty found to expand, so just expand everything in the list if not expanded then ExpandGroupsRecursively(header, true); expanded = true; end end end -- app.PrintDebug("Warn:Difficulty") if app.Settings:GetTooltipSetting("Warn:Difficulty") then if difficultyID and difficultyID > 0 and header.g then local missing, found, other; for _,row in ipairs(header.g) do -- app.PrintDebug("Check Minilist Header for Progress for Difficulty",difficultyID,row.difficultyID,row.difficulties) if not found and not missing then -- check group for the current difficulty for incomplete content if (row.difficultyID == difficultyID) or (row.difficulties and containsValue(row.difficulties, difficultyID)) then found = true; -- app.PrintDebug("Found current") if CheckGroup(row, IsNotComplete) then -- app.PrintDebug("Current Difficulty is NOT complete") missing = true; end -- grab another difficulty with incomplete groups in case current difficulty is complete elseif not other and row.difficultyID then if CheckGroup(row, IsNotComplete) then -- app.PrintDebug("Found another incomplete",row.text) other = row.text; end end end end -- current matching difficulty is not missing anything, and we have another difficulty text to announce if found and not missing and other then print(L["DIFF_COMPLETED_1"] .. other .. L["DIFF_COMPLETED_2"]); end end end self:BuildData(); -- check to expand groups after they have been built and updated -- dont re-expand if the user has previously full-collapsed the minilist -- need to force expand if so since the groups haven't been updated yet if not expanded and not self.fullCollapsed then self.ExpandInfo = { Expand = true }; end else -- If we don't have any data cached for this mapID and it exists in game, report it to the chat window. local mapID = self.mapID; local mapInfo = C_Map_GetMapInfo(mapID); if mapInfo then local mapPath = mapInfo.name or ("Map ID #" .. mapID); mapID = mapInfo.parentMapID; while mapID do mapInfo = C_Map_GetMapInfo(mapID); if mapInfo then mapPath = (mapInfo.name or ("Map ID #" .. mapID)) .. " -> " .. mapPath; mapID = mapInfo.parentMapID; else break; end end -- only report for mapIDs which actually exist print("No map found for this location ", app.GetMapName(self.mapID), " [", self.mapID, "]"); print("Path: ", mapPath); app.report(); end self:SetData(app.CreateMap(self.mapID, { ["text"] = L["MINI_LIST"] .. " [" .. self.mapID .. "]", ["icon"] = "Interface\\Icons\\INV_Misc_Map06.blp", ["description"] = L["MINI_LIST_DESC"], ["visible"] = true, ["expanded"] = true, ["g"] = { { ["text"] = L["UPDATE_LOCATION_NOW"], ["icon"] = "Interface\\Icons\\INV_Misc_Map_01", ["description"] = L["UPDATE_LOCATION_NOW_DESC"], ["OnClick"] = function(row, button) Push(self, "ResetMapID", function() self.displayedMapID = -1; self:SetMapID(app.GetCurrentMapID()) end); return true; end, ["OnUpdate"] = app.AlwaysShowUpdate, }, }, })); self:BuildData(); end -- Make sure to scroll to the top when being rebuilt self.ScrollBar:SetValue(1); return true; end end)(); local function OpenMiniList(id, show) -- print("OpenMiniList",id,show); -- Determine whether or not to forcibly reshow the mini list. local self = app:GetWindow("CurrentInstance"); if not self:IsVisible() then if app.Settings:GetTooltipSetting("Auto:MiniList") then if not self.openedOnLogin and not show then self.openedOnLogin = true; show = true; end else self.openedOnLogin = false; end if show then self:Show(); end end -- ignore refreshing the minilist if it is already being shown and is the same zone if self.mapID == id and not show then -- print("exact map") return; -- Haha JK BRO end -- Cache that we're in the current map ID. -- print("new map"); self.mapID = id; -- force update when showing the minilist Callback(self.Update, self, true); end local function OpenMiniListForCurrentZone() OpenMiniList(app.GetCurrentMapID(), true); end local function RefreshLocation() -- Acquire the new map ID. local mapID = app.GetCurrentMapID(); -- print("RefreshLocation",mapID) if not mapID or mapID < 0 then AfterCombatCallback(RefreshLocation); return; end OpenMiniList(mapID); end local function ToggleMiniListForCurrentZone() local self = app:GetWindow("CurrentInstance"); if self:IsVisible() then self:Hide(); else OpenMiniListForCurrentZone(); end end local function LocationTrigger() if app.InWorld and app.IsReady and (app.Settings:GetTooltipSetting("Auto:MiniList") or app:GetWindow("CurrentInstance"):IsVisible()) then -- print("LocationTrigger-Callback") AfterCombatOrDelayedCallback(RefreshLocation, 0.25); end end app.OpenMiniList = OpenMiniList; app.OpenMiniListForCurrentZone = OpenMiniListForCurrentZone; app.ToggleMiniListForCurrentZone = ToggleMiniListForCurrentZone; app.LocationTrigger = LocationTrigger; self:SetScript("OnEvent", function(self, e, ...) -- print("LocationTrigger",e,...); LocationTrigger(); end); self:RegisterEvent("NEW_WMO_CHUNK"); self:RegisterEvent("WAYPOINT_UPDATE"); self:RegisterEvent("SCENARIO_UPDATE"); self:RegisterEvent("ZONE_CHANGED_INDOORS"); self:RegisterEvent("ZONE_CHANGED_NEW_AREA"); end if self:IsVisible() then -- Update the window and all of its row data if self.mapID ~= self.displayedMapID then self.displayedMapID = self.mapID; force = self:Rebuild(); end self.data.back = 1; self.data.indent = 0; self.data.visible = true; self:BaseUpdate(force or got, got); end end; customWindowUpdates["ItemFilter"] = function(self, force) if self:IsVisible() then if not self.initialized then self.initialized = true; -- self.dirty = true; self.Clear = function(self) local temp = self.data.g[1]; wipe(self.data.g); tinsert(self.data.g, temp); end -- Item Filter local data = { ['text'] = L["ITEM_FILTER_TEXT"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_HEROIC_GloryoftheRaider", ["description"] = L["ITEM_FILTER_DESCRIPTION"], ['visible'] = true, ['expanded'] = true, ['back'] = 1, ['g'] = { { ['text'] = L["ITEM_FILTER_BUTTON_TEXT"], ['icon'] = "Interface\\Icons\\INV_MISC_KEY_12", ['description'] = L["ITEM_FILTER_BUTTON_DESCRIPTION"], ['visible'] = true, ['OnUpdate'] = app.AlwaysShowUpdate, ['OnClick'] = function(row, button) app:ShowPopupDialogWithEditBox(L["ITEM_FILTER_POPUP_TEXT"], "", function(text) text = string_lower(text); local f = tonumber(text); if text ~= "" and tostring(f) ~= text then -- The string form did not match, the filter must have been by name. for id,filter in pairs(L["FILTER_ID_TYPES"]) do if string.match(string_lower(filter), text) then f = tonumber(id); break; end end end self:Clear(); if f then local g = self.data.g; app.ArrayAppend(g, app:BuildSearchResponse(app:GetDataCache().g, "f", f)); end self:BuildData(); self:Update(true); end); return true; end, }, }, }; self:SetData(data); self:BuildData(); end self:BaseUpdate(force); end end; customWindowUpdates["ItemFinder"] = function(self, ...) if self:IsVisible() then if not self.initialized then local partition = app.GetCustomWindowParam("finder", "partition"); local limit = app.GetCustomWindowParam("finder", "limit"); app.MaximumItemInfoRetries = 10; self.doesOwnUpdate = true; self.initialized = true; self.Limit = tonumber(limit) or 200000; self.PartitionSize = tonumber(partition) or 1000; self.ScrollCount = 2; local db = {}; local CleanUpHarvests = function() local scrollCount = self.ScrollCount; local windowRows = self.rowData; local completed = true; local currentRow; local text; -- check each row in order to see if it is completed while completed do currentRow = windowRows[scrollCount]; -- i don't know why calling the .text field on the row an extra time is necessary. but otherwise this logic doesn't work. text = currentRow and currentRow.text; completed = currentRow and currentRow.collected; if completed then scrollCount = scrollCount + 1; end end -- set the scroll position of the window based on how many completed rows have been encountered -- every row has been completed if scrollCount >= #windowRows then self.ScrollCount = 2; self.ScrollBar:SetValue(1); self.UpdateDone = nil; -- update the window since we've cleared everything available -- app.PrintDebug("UpdateWindow - done processing") -- self:Update(); else self.ScrollCount = scrollCount; self.ScrollBar:SetValue(scrollCount); end self:Refresh(); end -- processes the content of the partition and makes the partition hidden if everything within is completed -- local RemoveHarvests = function(self) -- app.PrintDebug("OnUpdate",self.text) -- if self.visible and self.g then -- local completed, i, g = true, 1, self.g; -- local o; -- -- check each item in order to see if it is completed -- while completed and i < #g do -- o = g[i]; -- completed = o and o.collected; -- if completed then -- i = i + 1; -- end -- end -- if completed then -- app.PrintDebug("Hide Partition",self.text) -- self.visible = false; -- self.OnUpdate = nil; -- end -- end -- return true; -- end -- add a bunch of raw, delay-loaded items in order into the window local groupCount, id = math.floor(self.Limit / self.PartitionSize); local g, overrides = {}, {visible=true}; local partition, partitionStart, partitionGroups; local dlo, obj = app.DelayLoadedObject, app.CreateItemHarvester; for j=0,groupCount,1 do partitionStart = j * self.PartitionSize; partitionGroups = {}; -- define a sub-group for a range of quests partition = { ["text"] = tostring(partitionStart + 1).."+", ["icon"] = app.asset("Interface_Quest_header"), ["visible"] = true, ["collected"] = true, ["OnClick"] = function(row, button) -- assign the clean up method now that the group was clicked self.UpdateDone = CleanUpHarvests; -- no return so that it acts like a normal row end, -- ["OnUpdate"] = RemoveHarvests, ["g"] = partitionGroups, }; if partitionStart + 1 < self.Limit then for i=1,self.PartitionSize,1 do id = partitionStart + i; if id <= self.Limit then tinsert(partitionGroups, dlo(obj, "text", overrides, id)); end end end tinsert(g, partition); end db.g = g; db.text = "Item Harvester"; db.icon = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider"; db.description = "This is a contribution debug tool. NOT intended to be used by the majority of the player base.\n\nExpand a group to harvest the 1,000 Items within that range."; db.visible = true; db.expanded = true; db.back = 1; self:SetData(db); end self:BaseUpdate(true); end end; customWindowUpdates["Harvester"] = function(self, force) if self:IsVisible() then if not self.initialized then self.initialized = true; self.doesOwnUpdate = true; force = true; -- ensure Debug is enabled to fully capture all information if not app.MODE_DEBUG then app.print("Enabled Debug Mode"); self.forcedDebug = true; app.Settings:ToggleDebugMode(); end local db = {}; db.g = {}; db.text = "Harvesting All Item SourceIDs"; db.icon = "Interface\\Icons\\Spell_Warlock_HarvestofLife"; db.description = "This is a contribution debug tool. NOT intended to be used by the majority of the player base.\n\nUsing this tool will lag your WoW a lot!"; db.visible = true; db.expanded = true; db.progress = 0; db.total = 0; db.back = 1; local harvested = {}; local minID,maxID,oldRetries = app.customHarvestMin or self.min,app.customHarvestMax or self.max,app.MaximumItemInfoRetries; self.min = minID; self.max = maxID; app.MaximumItemInfoRetries = 10; -- Put all known Items which do not have a valid SourceID into the Window to be Harvested for itemID,groups in pairs(fieldCache["itemID"]) do -- ignore items that dont meet the customHarvest range if specified if (not minID or minID <= itemID) and (not maxID or itemID <= maxID) then -- clean any cached modID from the itemID itemID = GetItemIDAndModID(itemID); -- print("Checking for Source",itemID) for i,group in ipairs(groups) do -- only use the matching cached Item if group.itemID == itemID and not harvested[group.modItemID or itemID] then harvested[group.modItemID or itemID] = true; -- print("sourceID harvest",group.modItemID) if group.bonusID then -- Harvest using a BonusID? -- print("Check w/ Bonus",itemID,group.bonusID) if (not VerifySourceID(group)) then -- print("Harvest w/ Bonus",itemID,group.bonusID) tinsert(db.g, app.CreateItem(tonumber(itemID), {visible = true, reSource = true, s = group.s, itemID = tonumber(itemID), modID = group.modID, bonusID = group.bonusID})); end elseif group.modID then -- Harvest using a ModID? -- print("Check w/ Mod",itemID,group.modID) if (not VerifySourceID(group)) then -- print("Harvest w/ Mod",itemID,group.modID) tinsert(db.g, app.CreateItem(tonumber(itemID), {visible = true, reSource = true, s = group.s, itemID = tonumber(itemID), modID = group.modID})); end else -- Harvest with no special ID? -- print("Check Base",itemID) if (not VerifySourceID(group)) then -- print("Harvest",itemID) tinsert(db.g, app.CreateItem(tonumber(itemID), {visible = true, reSource = true, s = group.s, itemID = tonumber(itemID)})); end end -- else print("Cached skip",group.key,group[group.key]); end end end end wipe(harvested); -- remove the custom harvest flags app.customHarvestMin = nil; app.customHarvestMax = nil; -- add artifacts for artifactID,groups in pairs(fieldCache["artifactID"]) do for _,group in pairs(groups) do if not rawget(group, "s") then tinsert(db.g, setmetatable({ visible = true, artifactID = tonumber(artifactID), silentItemID = group.silentItemID, isOffHand = group.isOffHand, reSource = true, }, app.BaseArtifact)); end end end -- total doesnt change local total = #db.g; db.total = total; db.progress = 0; self:SetData(db); self:BuildData(); self.ScrollBar:SetValue(1); self.UpdateDone = function(self) -- rowdata = set of visible groups which can show in the window local rowData = self.rowData; -- Remove up to 100 completed rows each frame (no need to process through thousands of rows when only a few update each frame) local progress = rowData[1].progress; -- Adjust progress of first chunk of completed harvests local group, rowSourced; for i=2,100 do group = rowData[i]; -- count how many visible & processed groups we find to increment the progress if group and group.visible and not group.reSource then group.visible = nil; progress = progress + 1; rowSourced = true; end end -- for some reason the total changes outside of this function... so make sure it stays constant rowData[1].total = total; rowData[1].progress = progress; if progress >= total then app.Sort(AllTheThingsHarvestItems); app.Sort(AllTheThingsArtifactsItems); -- revert Debug if it was enabled by the harvester if self.forcedDebug then app.print("Reverted Debug Mode"); app.Settings:ToggleDebugMode(); self.forcedDebug = nil; end app.print("Source Harvest Complete! ItemIDs:",self.min,"->",self.max); -- revert the number of retries to retrieve item information app.MaximumItemInfoRetries = oldRetries or 400; -- TODO: reset the window so it can be used to harvest again without reloading, only via the command, not another update self.UpdateDone = nil; -- self.initialized = nil; -- self:SetData(nil); self:BaseUpdate(); return; end if not rowSourced then -- Soft-Update if needed to remove processed items self:BaseUpdate(); else -- Otherwise refresh the Harvester Window to harvest current row data for next refresh self:Refresh(); end end end self:BaseUpdate(force); end end; customWindowUpdates["SourceFinder"] = function(self) if self:IsVisible() then if not self.initialized then self.initialized = true; local db = {}; db.g = { { ["text"] = "Update Now", ["icon"] = "Interface\\Icons\\ability_monk_roll", ["description"] = "Click this to update the listing. Doing so shall remove all invalid, grey, or white items.", ["visible"] = true, ["fails"] = 0, ["OnClick"] = function(row, button) self:Update(true); return true; end, ["OnUpdate"] = app.AlwaysShowUpdate, }, }; db.OnUpdate = function(db) if self:IsVisible() then local iCache = fieldCache["itemID"]; local sCache = fieldCache["s"]; for s=1,103000 do if not sCache[s] then local t = app.CreateGearSource(s); if t.info then t.fails = 0; t.OnUpdate = function(source) local text = source.text; if text and text ~= RETRIEVING_DATA then source.OnUpdate = function(source) local itemID = source.itemID; if itemID then local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemIcon, itemSellPrice, itemClassID, itemSubClassID, bindType, expacID, itemSetID, isCraftingReagent = GetItemInfo(itemID); if itemRarity and itemRarity < 2 then source.fails = source.fails + 1; self.shouldFullRefresh = true; else local searchResults = iCache[itemID]; if searchResults and #searchResults > 0 then if not searchResults[1].collectible then source.fails = source.fails + 1; self.shouldFullRefresh = true; end end end else source.fails = source.fails + 1; end end; else source.fails = source.fails + 1; self.shouldFullRefresh = true; end end tinsert(db.g, t); end end end db.OnUpdate = function(self) local g = self.g; if g then local count = #g; if count > 0 then for i=count,1,-1 do if g[i].fails > 2 then table.remove(g, i); end end end end end; end end db.text = "Source Finder"; db.icon = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider.blp"; db.description = "This is a contribution debug tool. NOT intended to be used by the majority of the player base.\n\nUsing this tool will lag your WoW every 5 seconds. Not sure why - likely a bad Blizzard Database thing."; db.visible = true; db.expanded = true; db.back = 1; self:SetData(db); end self:BuildData(); app.TopLevelUpdateGroup(self.data, self); self:BaseUpdate(true); end end; customWindowUpdates["RaidAssistant"] = function(self) if self:IsVisible() then if not self.initialized then self.initialized = true; self.doesOwnUpdate = true; -- Define the different window configurations that the mini list will switch to based on context. local raidassistant, lootspecialization, dungeondifficulty, raiddifficulty, legacyraiddifficulty; -- Raid Assistant local difficultyLookup = { personalloot = "Personal Loot", group = "Group Loot", master = "Master Loot", }; local difficultyDescriptions = { personalloot = L["PERSONAL_LOOT_DESC"], group = "Group loot, round-robin for normal items, rolling for special ones.\n\nClick twice to create a group automatically if you're by yourself.", master = "Master looter, designated player distributes loot.\n\nClick twice to create a group automatically if you're by yourself.", }; local switchDungeonDifficulty = function(row, button) self:SetData(raidassistant); SetDungeonDifficultyID(row.ref.difficultyID); Callback(self.Update, self); return true; end local switchRaidDifficulty = function(row, button) self:SetData(raidassistant); local myself = self; local difficultyID = row.ref.difficultyID; if not self.running then self.running = true; else self.running = false; end SetRaidDifficultyID(difficultyID); StartCoroutine("RaidDifficulty", function() while InCombatLockdown() do coroutine.yield(); end while myself.running do for i=0,150,1 do if myself.running then coroutine.yield(); else break; end end if app.RaidDifficulty == difficultyID then myself.running = false; break; else SetRaidDifficultyID(difficultyID); end end Callback(self.Update, self); end); return true; end local switchLegacyRaidDifficulty = function(row, button) self:SetData(raidassistant); local myself = self; local difficultyID = row.ref.difficultyID; if not self.legacyrunning then self.legacyrunning = true; else self.legacyrunning = false; end SetLegacyRaidDifficultyID(difficultyID); StartCoroutine("LegacyRaidDifficulty", function() while InCombatLockdown() do coroutine.yield(); end while myself.legacyrunning do for i=0,150,1 do if myself.legacyrunning then coroutine.yield(); else break; end end if app.LegacyRaidDifficulty == difficultyID then myself.legacyrunning = false; break; else SetLegacyRaidDifficultyID(difficultyID); end end Callback(self.Update, self); end); return true; end local function AttemptResetInstances() ResetInstances(); end raidassistant = { ['text'] = L["RAID_ASSISTANT"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider.blp", ["description"] = L["RAID_ASSISTANT_DESC"], ['visible'] = true, ['expanded'] = true, ['back'] = 1, ['g'] = { { ['text'] = L["LOOT_SPEC_UNKNOWN"], ['title'] = L["LOOT_SPEC"], ["description"] = L["LOOT_SPEC_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) self:SetData(lootspecialization); Callback(self.Update, self); return true; end, ['OnUpdate'] = function(data) if self.Spec then local id, name, description, icon, role, class = GetSpecializationInfoByID(self.Spec); if name then if GetLootSpecialization() == 0 then name = name .. " (Automatic)"; end data.text = name; data.icon = icon; end end end, }, app.CreateDifficulty(1, { ['title'] = L["DUNGEON_DIFF"], ["description"] = L["DUNGEON_DIFF_DESC"], ['visible'] = true, ["trackable"] = false, ['OnClick'] = function(row, button) self:SetData(dungeondifficulty); Callback(self.Update, self); return true; end, ['OnUpdate'] = function(data) if app.DungeonDifficulty then data.difficultyID = app.DungeonDifficulty; data.name = GetDifficultyInfo(data.difficultyID) or "???"; local name, instanceType, instanceDifficulty, difficultyName = GetInstanceInfo(); if instanceDifficulty and data.difficultyID ~= instanceDifficulty and instanceType == 'party' then data.name = data.name .. " (" .. (difficultyName or "???") .. ")"; end end end, }), app.CreateDifficulty(14, { ['title'] = L["RAID_DIFF"], ["description"] = L["RAID_DIFF_DESC"], ['visible'] = true, ["trackable"] = false, ['OnClick'] = function(row, button) -- Don't allow you to change difficulties when you're in LFR / Raid Finder if app.RaidDifficulty == 7 or app.RaidDifficulty == 17 then return true; end self:SetData(raiddifficulty); Callback(self.Update, self); return true; end, ['OnUpdate'] = function(data) if app.RaidDifficulty then data.difficultyID = app.RaidDifficulty; local name, instanceType, instanceDifficulty, difficultyName = GetInstanceInfo(); if instanceDifficulty and data.difficultyID ~= instanceDifficulty and instanceType == 'raid' then data.name = (GetDifficultyInfo(data.difficultyID) or "???") .. " (" .. (difficultyName or "???") .. ")"; else data.name = GetDifficultyInfo(data.difficultyID); end end end, }), app.CreateDifficulty(5, { ['title'] = L["LEGACY_RAID_DIFF"], ["description"] = L["LEGACY_RAID_DIFF_DESC"], ['visible'] = true, ["trackable"] = false, ['OnClick'] = function(row, button) -- Don't allow you to change difficulties when you're in LFR / Raid Finder if app.RaidDifficulty == 7 or app.RaidDifficulty == 17 then return true; end self:SetData(legacyraiddifficulty); Callback(self.Update, self); return true; end, ['OnUpdate'] = function(data) if app.LegacyRaidDifficulty then data.difficultyID = app.LegacyRaidDifficulty; end end, }), { ['text'] = L["TELEPORT_TO_FROM_DUNGEON"], ['icon'] = "Interface\\Icons\\Spell_Shadow_Teleport", ['description'] = L["TELEPORT_TO_FROM_DUNGEON_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) LFGTeleport(IsInLFGDungeon()); return true; end, ['OnUpdate'] = function(data) data.visible = IsAllowedToUserTeleport(); end, }, { ['text'] = L["RESET_INSTANCES"], ['icon'] = "Interface\\Icons\\Ability_Priest_VoidShift", ['description'] = L["RESET_INSTANCES_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) -- make sure the indicator icon is allowed to show if IsAltKeyDown() then row.ref.saved = not row.ref.saved; Callback(self.Update, self); else ResetInstances(); end return true; end, ['OnUpdate'] = function(data) data.trackable = data.saved; data.visible = not IsInGroup() or UnitIsGroupLeader("player"); if data.visible and data.saved then if IsInInstance() or C_Scenario.IsInScenario() then data.shouldReset = true; elseif data.shouldReset then data.shouldReset = nil; C_Timer.After(0.5, AttemptResetInstances); end end end, }, { ['text'] = L["DELIST_GROUP"], ['icon'] = "Interface\\Icons\\Ability_Vehicle_LaunchPlayer", ['description'] = L["DELIST_GROUP_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) C_LFGList.RemoveListing(); if GroupFinderFrame:IsVisible() then PVEFrame_ToggleFrame("GroupFinderFrame") end self:SetData(raidassistant); Callback(self.BaseUpdate, self, true); return true; end, ['OnUpdate'] = function(data) data.visible = C_LFGList.GetActiveEntryInfo(); end, }, { ['text'] = L["LEAVE_GROUP"], ['icon'] = "Interface\\Icons\\Ability_Vanish", ['description'] = L["LEAVE_GROUP_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) C_PartyInfo.LeaveParty(); if GroupFinderFrame:IsVisible() then PVEFrame_ToggleFrame("GroupFinderFrame") end self:SetData(raidassistant); Callback(self.BaseUpdate, self, true); return true; end, ['OnUpdate'] = function(data) data.visible = IsInGroup(); end, }, } }; lootspecialization = { ['text'] = L["LOOT_SPEC"], ['icon'] = "Interface\\Icons\\INV_7XP_Inscription_TalentTome02.blp", ["description"] = L["LOOT_SPEC_DESC_2"], ['OnClick'] = function(row, button) self:SetData(raidassistant); Callback(self.Update, self); return true; end, ['OnUpdate'] = function(data) data.g = {}; local numSpecializations = GetNumSpecializations(); if numSpecializations and numSpecializations > 0 then tinsert(data.g, { ['text'] = L["CURRENT_SPEC"], ['title'] = select(2, GetSpecializationInfo(GetSpecialization())), ['icon'] = "Interface\\Icons\\INV_7XP_Inscription_TalentTome01.blp", ['id'] = 0, ["description"] = L["CURRENT_SPEC_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) self:SetData(raidassistant); SetLootSpecialization(row.ref.id); Callback(self.Update, self); return true; end, }); for i=1,numSpecializations,1 do local id, name, description, icon, background, role, primaryStat = GetSpecializationInfo(i); tinsert(data.g, { ['text'] = name, ['icon'] = icon, ['id'] = id, ["description"] = description, ['visible'] = true, ['OnClick'] = function(row, button) self:SetData(raidassistant); SetLootSpecialization(row.ref.id); Callback(self.Update, self); return true; end, }); end end end, ['visible'] = true, ['expanded'] = true, ['back'] = 1, ['g'] = {}, }; dungeondifficulty = { ['text'] = L["DUNGEON_DIFF"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp", ["description"] = L["DUNGEON_DIFF_DESC_2"], ['OnClick'] = function(row, button) self:SetData(raidassistant); Callback(self.Update, self); return true; end, ['visible'] = true, ["trackable"] = false, ['expanded'] = true, ['back'] = 1, ['g'] = { app.CreateDifficulty(1, { ['OnClick'] = switchDungeonDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }), app.CreateDifficulty(2, { ['OnClick'] = switchDungeonDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }), app.CreateDifficulty(23, { ['OnClick'] = switchDungeonDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }) }, }; raiddifficulty = { ['text'] = L["RAID_DIFF"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp", ["description"] = L["RAID_DIFF_DESC_2"], ['OnClick'] = function(row, button) self:SetData(raidassistant); Callback(self.Update, self); return true; end, ['visible'] = true, ["trackable"] = false, ['expanded'] = true, ['back'] = 1, ['g'] = { app.CreateDifficulty(14, { ['OnClick'] = switchRaidDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }), app.CreateDifficulty(15, { ['OnClick'] = switchRaidDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }), app.CreateDifficulty(16, { ['OnClick'] = switchRaidDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }) }, }; legacyraiddifficulty = { ['text'] = L["LEGACY_RAID_DIFF"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp", ["description"] = L["LEGACY_RAID_DIFF_DESC_2"], ['OnClick'] = function(row, button) self:SetData(raidassistant); Callback(self.Update, self); return true; end, ['visible'] = true, ["trackable"] = false, ['expanded'] = true, ['back'] = 1, ['g'] = { app.CreateDifficulty(3, { ['OnClick'] = switchLegacyRaidDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }), app.CreateDifficulty(5, { ['OnClick'] = switchLegacyRaidDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }), app.CreateDifficulty(4, { ['OnClick'] = switchLegacyRaidDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }), app.CreateDifficulty(6, { ['OnClick'] = switchLegacyRaidDifficulty, ["description"] = L["CLICK_TO_CHANGE"], ['visible'] = true, ["trackable"] = false, }), }, }; self:SetData(raidassistant); -- Setup Event Handlers and register for events self:SetScript("OnEvent", function(self, e, ...) Callback(self.Update, self, true); end); self:RegisterEvent("PLAYER_LOOT_SPEC_UPDATED"); self:RegisterEvent("PLAYER_DIFFICULTY_CHANGED"); self:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED"); self:RegisterEvent("CHAT_MSG_SYSTEM"); self:RegisterEvent("SCENARIO_UPDATE"); self:RegisterEvent("ZONE_CHANGED_NEW_AREA"); self:RegisterEvent("GROUP_ROSTER_UPDATE"); end -- Update the window and all of its row data app.LegacyRaidDifficulty = GetLegacyRaidDifficultyID() or 1; app.DungeonDifficulty = GetDungeonDifficultyID() or 1; app.RaidDifficulty = GetRaidDifficultyID() or 14; self.Spec = GetLootSpecialization(); if not self.Spec or self.Spec == 0 then local s = GetSpecialization(); if s then self.Spec = GetSpecializationInfo(s); end end -- Update the window and all of its row data if self.data.OnUpdate then self.data.OnUpdate(self.data); end for i,g in ipairs(self.data.g) do if g.OnUpdate then g.OnUpdate(g, self); end end -- Update the groups without forcing Debug Mode. local visibilityFilter = app.VisibilityFilter; app.VisibilityFilter = app.ObjectVisibilityFilter; self:BuildData(); self:BaseUpdate(true); app.VisibilityFilter = visibilityFilter; end end; customWindowUpdates["Random"] = function(self) if self:IsVisible() then if not self.initialized then self.initialized = true; local function SearchRecursively(group, field, temp, func) if group.visible and not (group.saved or group.collected) then if group.g then for i, subgroup in ipairs(group.g) do SearchRecursively(subgroup, field, temp, func); end end if group[field] and (not func or func(group)) then tinsert(temp, group); end end end local function SearchRecursivelyForEverything(group, temp) if group.visible and not (group.saved or group.collected) then if group.g then for i, subgroup in ipairs(group.g) do SearchRecursivelyForEverything(subgroup, temp); end end if group.collectible then tinsert(temp, group); end end end local function SearchRecursivelyForValue(group, field, value, temp, func) if group.visible and not (group.saved or group.collected) then if group.g then for i, subgroup in ipairs(group.g) do SearchRecursivelyForValue(subgroup, field, value, temp, func); end end if group[field] and group[field] == value and (not func or func(group)) then tinsert(temp, group); end end end function self:SelectAllTheThings() if searchCache["randomatt"] then return searchCache["randomatt"]; else local searchResults = {}; for i, subgroup in ipairs(app:GetWindow("Prime").data.g) do SearchRecursivelyForEverything(subgroup, searchResults); end if #searchResults > 0 then searchCache["randomatt"] = searchResults; return searchResults; end end end function self:SelectAchievement() if searchCache["randomachievement"] then return searchCache["randomachievement"]; else local searchResults = {}; local func = function(o) return o.collectible and not o.mapID; end SearchRecursively(app:GetWindow("Prime").data, "achievementID", searchResults, func); if #searchResults > 0 then searchCache["randomachievement"] = searchResults; return searchResults; end end end function self:SelectItem() if searchCache["randomitem"] then return searchCache["randomitem"]; else local searchResults = {}; local func = function(o) return o.collectible; end SearchRecursively(app:GetWindow("Prime").data, "itemID", searchResults, func); if #searchResults > 0 then searchCache["randomitem"] = searchResults; return searchResults; end end end function self:SelectInstance() if searchCache["randominstance"] then return searchCache["randominstance"]; else local searchResults = {}; local func = function(o) return ((o.total or 0) - (o.progress or 0)) > 0; end SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults, func); if #searchResults > 0 then searchCache["randominstance"] = searchResults; return searchResults; end end end function self:SelectDungeon() if searchCache["randomdungeon"] then return searchCache["randomdungeon"]; else local searchResults = {}; local func = function(o) return not o.isRaid and (((o.total or 0) - (o.progress or 0)) > 0); end SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults, func); if #searchResults > 0 then searchCache["randomdungeon"] = searchResults; return searchResults; end end end function self:SelectQuest() if searchCache["quests"] then return searchCache["quests"]; else local searchResults = {}; local func = function(o) return o.collectible; end SearchRecursively(app:GetWindow("Prime").data, "questID", searchResults, func); if #searchResults > 0 then searchCache["quests"] = searchResults; return searchResults; end end end function self:SelectRaid() if searchCache["randomraid"] then return searchCache["randomraid"]; else local searchResults = {}; local func = function(o) return o.isRaid and (((o.total or 0) - (o.progress or 0)) > 0); end SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults, func); if #searchResults > 0 then searchCache["randomraid"] = searchResults; return searchResults; end end end function self:SelectMount() if searchCache["randommount"] then return searchCache["randommount"]; else local searchResults = {}; local func = function(o) return o.collectible and (not o.achievementID or o.itemID); end SearchRecursivelyForValue(app:GetWindow("Prime").data, "filterID", 100, searchResults, func); if #searchResults > 0 then searchCache["randommount"] = searchResults; return searchResults; end end end function self:SelectPet() if searchCache["randompet"] then return searchCache["randompet"]; else local searchResults = {}; local func = function(o) return o.collectible; end SearchRecursively(app:GetWindow("Prime").data, "speciesID", searchResults, func); if #searchResults > 0 then searchCache["randompet"] = searchResults; return searchResults; end end end function self:SelectToy() if searchCache["randomtoy"] then return searchCache["randomtoy"]; else local searchResults = {}; local func = function(o) return o.collectible; end SearchRecursively(app:GetWindow("Prime").data, "isToy", searchResults, func); if #searchResults > 0 then searchCache["randomtoy"] = searchResults; return searchResults; end end end local excludedZones = { [12] = 1, -- Kalimdor [13] = 1, -- Eastern Kingdoms [101] = 1, -- Outland [113] = 1, -- Northrend [424] = 1, -- Pandaria [948] = 1, -- The Maelstrom [572] = 1, -- Draenor [619] = 1, -- The Broken Isles [905] = 1, -- Argus [876] = 1, -- Kul'Tiras [875] = 1, -- Zandalar }; function self:SelectZone() if searchCache["randomzone"] then return searchCache["randomzone"]; else local searchResults = {}; local func = function(o) return (((o.total or 0) - (o.progress or 0)) > 0) and not o.instanceID and not excludedZones[o.mapID]; end SearchRecursively(app:GetWindow("Prime").data, "mapID", searchResults, func); if #searchResults > 0 then searchCache["randomzone"] = searchResults; return searchResults; end end end local mainHeader, filterHeader; local rerollOption = { ['text'] = L["REROLL"], ['icon'] = "Interface\\Icons\\ability_monk_roll", ['description'] = L["REROLL_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }; filterHeader = { ['text'] = L["APPLY_SEARCH_FILTER"], ['icon'] = "Interface\\Icons\\TRADE_ARCHAEOLOGY.blp", ["description"] = L["APPLY_SEARCH_FILTER_DESC"], ['visible'] = true, ['expanded'] = true, ['OnUpdate'] = app.AlwaysShowUpdate, ["indent"] = 0, ['back'] = 1, ['g'] = { setmetatable({ ['description'] = L["SEARCH_EVERYTHING_BUTTON_OF_DOOM"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "AllTheThings"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { __index = function(t, key) if key == "text" or key == "icon" or key == "preview" or key == "texcoord" or key == "previewtexcoord" then return app:GetWindow("Prime").data[key]; end end}), { ['text'] = L["ACHIEVEMENT"], ['icon'] = "Interface\\Icons\\Achievement_FeatsOfStrength_Gladiator_10", ['description'] = L["ACHIEVEMENT_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Achievement"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["ITEM"], ['icon'] = "Interface\\Icons\\INV_Box_02", ['description'] = L["ITEM_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Item"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["INSTANCE"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_HEROIC_GloryoftheRaider", ['description'] = L["INSTANCE_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Instance"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["DUNGEON"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheHERO", ['description'] = L["DUNGEON_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Dungeon"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["RAID"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider", ['description'] = L["RAID_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Raid"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["MOUNT"], ['icon'] = "Interface\\Icons\\Ability_Mount_AlliancePVPMount", ['description'] = L["MOUNT_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Mount"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["PET"], ['icon'] = "Interface\\Icons\\INV_Box_02", ['description'] = L["PET_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Pet"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["QUEST"], ['icon'] = "Interface\\GossipFrame\\AvailableQuestIcon", ['preview'] = "Interface\\Icons\\Achievement_Quests_Completed_08", ['description'] = L["QUEST_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Quest"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["TOY"], ['icon'] = "Interface\\Icons\\INV_Misc_Toy_10", ['description'] = L["TOY_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Toy"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, { ['text'] = L["ZONE"], ['icon'] = "Interface\\Icons\\INV_Misc_Map_01", ['description'] = L["ZONE_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) app.SetDataMember("RandomSearchFilter", "Zone"); self:SetData(mainHeader); self:Reroll(); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, }, }; mainHeader = { ['text'] = L["GO_GO_RANDOM"], ['icon'] = "Interface\\Icons\\Ability_Rogue_RolltheBones.blp", ["description"] = L["GO_GO_RANDOM_DESC"], ['visible'] = true, ['expanded'] = true, ['OnUpdate'] = app.AlwaysShowUpdate, ['back'] = 1, ["indent"] = 0, ['options'] = { { ['text'] = L["CHANGE_SEARCH_FILTER"], ['icon'] = "Interface\\Icons\\TRADE_ARCHAEOLOGY.blp", ["description"] = L["CHANGE_SEARCH_FILTER_DESC"], ['visible'] = true, ['OnClick'] = function(row, button) self:SetData(filterHeader); self:Update(true); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, rerollOption, }, ['g'] = { }, }; self:SetData(mainHeader); self.Rebuild = function(self, no) -- Rebuild all the datas wipe(self.data.g); -- Call to our method and build a list to draw from local method = app.GetDataMember("RandomSearchFilter", "Instance"); if method then rerollOption.text = L["REROLL_2"] .. (method ~= "AllTheThings" and L[method:upper()] or method); method = "Select" .. method; local temp = self[method]() or app.EmptyTable; local totalWeight = 0; for i,o in ipairs(temp) do totalWeight = totalWeight + ((o.total or 1) - (o.progress or 0)); end if totalWeight > 0 and #temp > 0 then local weight, selected = math.random(totalWeight), nil; totalWeight = 0; for i,o in ipairs(temp) do totalWeight = totalWeight + ((o.total or 1) - (o.progress or 0)); if weight <= totalWeight then selected = o; break; end end if not selected then selected = temp[#temp - 1]; end if selected then NestObject(self.data, selected, true); else app.print(L["NOTHING_TO_SELECT_FROM"]); end else app.print(L["NOTHING_TO_SELECT_FROM"]); end else app.print(L["NO_SEARCH_METHOD"]); end for i=#self.data.options,1,-1 do tinsert(self.data.g, 1, self.data.options[i]); end BuildGroups(self.data, self.data.g); if not no then self:Update(); end end self.Reroll = function(self) Push(self, "Rebuild", self.Rebuild); end for i,o in ipairs(self.data.options) do tinsert(self.data.g, o); end local method = app.GetDataMember("RandomSearchFilter", "Instance"); rerollOption.text = L["REROLL_2"] .. (method ~= "AllTheThings" and L[method:upper()] or method); end -- Update the window and all of its row data self.data.progress = 0; self.data.total = 0; self.data.indent = 0; BuildGroups(self.data, self.data.g); self:BaseUpdate(true); end end; customWindowUpdates["Sync"] = function(self) if self:IsVisible() then if not self.initialized then self.initialized = true; local function OnRightButtonDeleteCharacter(row, button) if button == "RightButton" then app:ShowPopupDialog("CHARACTER DATA: " .. (row.ref.text or RETRIEVING_DATA) .. L["CONFIRM_DELETE"], function() ATTCharacterData[row.ref.datalink] = nil; app:RecalculateAccountWideData(); self:Reset(); end); end return true; end local function OnRightButtonDeleteLinkedAccount(row, button) if button == "RightButton" then app:ShowPopupDialog("LINKED ACCOUNT: " .. (row.ref.text or RETRIEVING_DATA) .. L["CONFIRM_DELETE"], function() AllTheThingsAD.LinkedAccounts[row.ref.datalink] = nil; app:SynchronizeWithPlayer(row.ref.datalink); self:Reset(); end); end return true; end local function OnTooltipForCharacter(t) local character = ATTCharacterData[t.unit]; if character then -- last login info local login = character.lastPlayed; if login then local d = C_DateAndTime.GetCalendarTimeFromEpoch(login * 1e6); GameTooltip:AddDoubleLine(PLAYED, sformat("%d-%02d-%02d %02d:%02d", d.year, d.month, d.monthDay, d.hour, d.minute), 0.8, 0.8, 0.8); else GameTooltip:AddDoubleLine(PLAYED, NEVER, 0.8, 0.8, 0.8); end local total = 0; for i,field in ipairs({ "Achievements", "Buildings", --[["Exploration",]] "Factions", "FlightPaths", "Followers", "Spells", "Titles", "Quests" }) do local values = character[field]; if values then local subtotal = 0; for key,value in pairs(values) do if value then subtotal = subtotal + 1; end end total = total + subtotal; GameTooltip:AddDoubleLine(field, tostring(subtotal), 1, 1, 1); end end GameTooltip:AddLine(" ", 1, 1, 1); GameTooltip:AddDoubleLine("Total", tostring(total), 0.8, 0.8, 1); GameTooltip:AddLine(L["DELETE_CHARACTER"], 1, 0.8, 0.8); end end local function OnTooltipForLinkedAccount(t) if t.unit then GameTooltip:AddLine(L["LINKED_ACCOUNT_TOOLTIP"], 0.8, 0.8, 1, true); GameTooltip:AddLine(L["DELETE_LINKED_CHARACTER"], 1, 0.8, 0.8); else GameTooltip:AddLine(L["DELETE_LINKED_ACCOUNT"], 1, 0.8, 0.8); end end local syncHeader; syncHeader = { ['text'] = L["ACCOUNT_MANAGEMENT"], ['icon'] = "Interface\\Icons\\Achievement_Dungeon_HEROIC_GloryoftheRaider", ["description"] = L["ACCOUNT_MANAGEMENT_TOOLTIP"], ['visible'] = true, ['expanded'] = true, ['back'] = 1, ['OnUpdate'] = app.AlwaysShowUpdate, ['g'] = { { ['text'] = L["ADD_LINKED_CHARACTER_ACCOUNT"], ['icon'] = "Interface\\Icons\\Ability_Priest_VoidShift", ['description'] = L["ADD_LINKED_CHARACTER_ACCOUNT_TOOLTIP"], ['visible'] = true, ['OnClick'] = function(row, button) app:ShowPopupDialogWithEditBox(L["ADD_LINKED_POPUP"], "", function(cmd) if cmd and cmd ~= "" then AllTheThingsAD.LinkedAccounts[cmd] = true; self:Reset(); end end); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, -- Characters Section { ['text'] = L["CHARACTERS"], ['icon'] = "Interface\\FriendsFrame\\Battlenet-Portrait", ["description"] = L["SYNC_CHARACTERS_TOOLTIP"], ['OnUpdate'] = function(data) data.g = {}; for guid,character in pairs(ATTCharacterData) do if character then table.insert(data.g, app.CreateUnit(guid, { ['datalink'] = guid, ['OnClick'] = OnRightButtonDeleteCharacter, ['OnTooltip'] = OnTooltipForCharacter, ['OnUpdate'] = app.AlwaysShowUpdate, ['visible'] = true, })); end end if #data.g < 1 then table.insert(data.g, { ['text'] = L["NO_CHARACTERS_FOUND"], ['icon'] = "Interface\\FriendsFrame\\Battlenet-Portrait", ['visible'] = true, }); end app.Sort(data.g, syncHeader.Sort); BuildGroups(data, data.g); return app.AlwaysShowUpdate(data); end, ['visible'] = true, ['expanded'] = true, ['g'] = {}, }, -- Linked Accounts Section { ['text'] = L["LINKED_ACCOUNTS"], ['icon'] = "Interface\\FriendsFrame\\Battlenet-Portrait", ["description"] = L["LINKED_ACCOUNTS_TOOLTIP"], ['OnUpdate'] = function(data) data.g = {}; local charactersByName = {}; for guid,character in pairs(ATTCharacterData) do if character.name then charactersByName[character.name] = character; end end for playerName,allowed in pairs(AllTheThingsAD.LinkedAccounts) do local character = charactersByName[playerName]; if character then table.insert(data.g, app.CreateUnit(playerName, { ['datalink'] = playerName, ['OnClick'] = OnRightButtonDeleteLinkedAccount, ['OnTooltip'] = OnTooltipForLinkedAccount, ['OnUpdate'] = app.AlwaysShowUpdate, ['visible'] = true, })); elseif string.find("#", playerName) then -- Garbage click handler for unsync'd account data. table.insert(data.g, { ['text'] = playerName, ['datalink'] = playerName, ['icon'] = "Interface\\FriendsFrame\\Battlenet-Portrait", ['OnClick'] = OnRightButtonDeleteLinkedAccount, ['OnTooltip'] = OnTooltipForLinkedAccount, ['OnUpdate'] = app.AlwaysShowUpdate, ['visible'] = true, }); else -- Garbage click handler for unsync'd character data. table.insert(data.g, { ['text'] = playerName, ['datalink'] = playerName, ['icon'] = "Interface\\FriendsFrame\\Battlenet-WoWicon", ['OnClick'] = OnRightButtonDeleteLinkedAccount, ['OnTooltip'] = OnTooltipForLinkedAccount, ['OnUpdate'] = app.AlwaysShowUpdate, ['visible'] = true, }); end end if #data.g < 1 then table.insert(data.g, { ['text'] = L["NO_LINKED_ACCOUNTS"], ['icon'] = "Interface\\FriendsFrame\\Battlenet-Portrait", ['visible'] = true, }); end BuildGroups(data, data.g); return app.AlwaysShowUpdate(data); end, ['visible'] = true, ['expanded'] = true, ['g'] = {}, }, }, ['Sort'] = function(a, b) return b.text > a.text; end, }; self.Reset = function() self:SetData(syncHeader); self:Update(true); end self:Reset(); end -- Update the groups without forcing Debug Mode. if self.data.OnUpdate then self.data.OnUpdate(self.data, self); end self:BuildData(); for i,g in ipairs(self.data.g) do if g.OnUpdate then g.OnUpdate(g, self); end end self:BaseUpdate(true); end end; customWindowUpdates["quests"] = function(self, force, got) if not self.initialized then -- temporarily prevent a force refresh from exploding the game if this window is open self.doesOwnUpdate = true; self.initialized = true; self.PartitionSize = 1000; self.Limit = 80000; force = true; local HaveQuestData = HaveQuestData; local DGU, Run = app.DirectGroupUpdate, app.FunctionRunner.Run; -- custom params for initialization local onlyMissing = app.GetCustomWindowParam("quests", "missing"); local onlyCached = app.GetCustomWindowParam("quests", "cached"); -- print("Quests - onlyMissing",onlyMissing) -- info about the Window self:SetData({ ["text"] = L["QUESTS_CHECKBOX"], ["icon"] = app.asset("Interface_Quest_header"), ["description"] = L["QUESTS_DESC"].."\n\n1 - "..self.Limit, ["visible"] = true, ["expanded"] = true, ["indent"] = 0, }); -- add a bunch of raw, delay-loaded quests in order into the window local groupCount = self.Limit / self.PartitionSize - 1; local g, overrides = {}, { visible = true, indent = 2, back = function(o, key) return o._missing and 1 or 0; end, text = function(o, key) if o.text and o.text ~= RETRIEVING_DATA then return "#"..o.questID..": "..o.text; end end, OnLoad = function(self) -- app.PrintDebug("DGU-OnLoad:",self.hash) Run(DGU, self); end, }; if onlyMissing then if onlyCached then overrides.visible = function(o, key) return o._missing and HaveQuestData(o.questID); end else overrides.visible = function(o, key) return o._missing; end end end local partition, partitionStart, partitionGroups; local dlo = app.DelayLoadedObject; for j=0,groupCount,1 do partitionStart = j * self.PartitionSize; partitionGroups = {}; -- define a sub-group for a range of quests partition = { ["text"] = tostring(partitionStart + 1).."+", ["icon"] = app.asset("Interface_Quest_header"), ["visible"] = true, ["g"] = partitionGroups, }; for i=1,self.PartitionSize,1 do tinsert(partitionGroups, dlo(GetPopulatedQuestObject, "text", overrides, partitionStart + i)); end tinsert(g, partition); end self.data.g = g; self:BuildData(); end if self:IsVisible() then self:BaseUpdate(force); end end customWindowUpdates["Tradeskills"] = function(self, force, got) if not self.initialized then -- cache some common functions local C_TradeSkillUI = C_TradeSkillUI; local C_TradeSkillUI_GetCategoryInfo = C_TradeSkillUI.GetCategoryInfo; local C_TradeSkillUI_GetRecipeInfo = C_TradeSkillUI.GetRecipeInfo; local C_TradeSkillUI_GetRecipeSchematic = C_TradeSkillUI.GetRecipeSchematic; self.initialized = true; self.SkillsInit = {}; self.force = true; self:SetMovable(false); self:SetUserPlaced(false); self:SetClampedToScreen(false); self:RegisterEvent("TRADE_SKILL_SHOW"); self:RegisterEvent("TRADE_SKILL_LIST_UPDATE"); self:RegisterEvent("TRADE_SKILL_CLOSE"); self:RegisterEvent("GARRISON_TRADESKILL_NPC_CLOSED"); self:RegisterEvent("NEW_RECIPE_LEARNED"); self:SetData({ ['text'] = L["PROFESSION_LIST"], ['icon'] = "Interface\\Icons\\INV_Scroll_04.blp", ["description"] = L["PROFESSION_LIST_DESC"], ['visible'] = true, ['expanded'] = true, ["indent"] = 0, ['back'] = 1, ['g'] = { }, }); -- Adds the pertinent information about a given recipeID to the reagentcache local function CacheRecipeSchematic(recipeID, skipcaching, reagentCache) -- TODO: this can be called successfilly without tradeskillUI open... potentially use function runner local schematic = C_TradeSkillUI_GetRecipeSchematic(recipeID, false); local craftedItemID = schematic.outputItemID; -- app.PrintDebug("Recipe",recipeID,"==>",craftedItemID) local reagentItem, reagentCount, reagentItemID; -- Recipes now have Slots for available Regeants... -- TODO: schematic.reagentSlotSchematics is often EMPTY on first query?? if #schematic.reagentSlotSchematics == 0 then -- Milling Recipes... app.PrintDebug("EMPTY SCHEMATICS",recipeID) end for _,reagentSlot in ipairs(schematic.reagentSlotSchematics) do -- reagentType: 1 = required, 0 = optional if reagentSlot.reagentType == 1 then reagentCount = reagentSlot.quantityRequired; -- Each available Reagent for the Slot can be associated to the Recipe/Output Item for _,reagentSlotSchematic in ipairs(reagentSlot.reagents) do reagentItemID = reagentSlotSchematic.itemID; -- Make sure a cache table exists for this item. -- Index 1: The Recipe Skill IDs => { craftedID, reagentCount } -- Index 2: The Crafted Item IDs => reagentCount -- TODO: potentially re-design this structure if reagentItemID then reagentItem = reagentCache[reagentItemID]; if skipcaching then -- remove any existing cached recipes if reagentItem then -- app.PrintDebug("removing reagent cache info",reagentItemID,recipeID,craftedItemID) reagentItem[1][recipeID] = nil; reagentItem[2][craftedItemID] = nil; end else if not reagentItem then reagentItem = { {}, {} }; reagentCache[reagentItemID] = reagentItem; end -- app.PrintDebug("reagentItemID",reagentItemID,"craft",craftedItemID,"using",reagentCount,"via",recipeID) reagentItem[1][recipeID] = { craftedItemID, reagentCount }; reagentItem[2][craftedItemID] = reagentCount; end end end end end end local function UpdateLocalizedCategories(self, updates) if not updates["Categories"] then -- app.PrintDebug("UpdateLocalizedCategories",self.lastTradeSkillID) local currentCategoryID, categories = -1, AllTheThingsAD.LocalizedCategoryNames; updates["Categories"] = true; local categoryIDs = { C_TradeSkillUI.GetCategories() }; for i = 1,#categoryIDs do currentCategoryID = categoryIDs[i]; if not categories[currentCategoryID] then local categoryData = C_TradeSkillUI_GetCategoryInfo(currentCategoryID); if categoryData then categories[currentCategoryID] = categoryData.name; end end end end end local function UpdateLearnedRecipes(self, updates) -- Cache learned recipes if not updates["Recipes"] then -- app.PrintDebug("UpdateLearnedRecipes",self.lastTradeSkillID) updates["Recipes"] = true; local learned, recipeID = {}; local reagentCache = app.GetDataMember("Reagents", {}); local recipeIDs = C_TradeSkillUI.GetAllRecipeIDs(); local acctSpells, charSpells = ATTAccountWideData.Spells, app.CurrentCharacter.Spells; local skipcaching, spellRecipeInfo, categoryData, cachedRecipe, currentCategoryID; local categories = AllTheThingsAD.LocalizedCategoryNames; -- print("Scanning recipes",#recipeIDs) for i = 1,#recipeIDs do spellRecipeInfo = C_TradeSkillUI_GetRecipeInfo(recipeIDs[i]); if spellRecipeInfo then skipcaching = nil; recipeID = spellRecipeInfo.recipeID; currentCategoryID = spellRecipeInfo.categoryID; if not categories[currentCategoryID] then categoryData = C_TradeSkillUI_GetCategoryInfo(currentCategoryID); if categoryData then categories[currentCategoryID] = categoryData.name; end end -- cannot be crafted, so don't cache the outputs for reagent tooltips if spellRecipeInfo.disabled then skipcaching = true; end -- recipe is learned, so cache that it's learned regardless of being craftable if spellRecipeInfo.learned then -- Shadowlands recipes are weird... local rank = spellRecipeInfo.unlockedRecipeLevel or 0; if rank > 0 then -- when the recipeID specifically is available, it will show as available for ALL possible ranks -- so we can check if the next known rank is also considered available for this recipeID spellRecipeInfo = C_TradeSkillUI_GetRecipeInfo(recipeID, rank + 1); -- app.PrintDebug("NextRankCheck",recipeID,rank + 1, spellRecipeInfo.learned) end end -- recipe is learned, so cache that it's learned regardless of being craftable if spellRecipeInfo.learned then charSpells[recipeID] = 1; if not acctSpells[recipeID] then acctSpells[recipeID] = 1; tinsert(learned, recipeID); end else -- unlearned recipes shouldn't be marked as known by the character if charSpells[recipeID] then charSpells[recipeID] = nil; -- local link = app:Linkify(recipeID, app.Colors.ChatLink, "search:spellID:"..recipeID); -- app.PrintDebug("Unlearned Recipe", link); end -- enabled, unlearned recipes should be checked against ATT data to verify they CAN actually be learned -- also, don't remove the data if *any* character on the account is marked as knowing the recipe if not spellRecipeInfo.disabled and not acctSpells[recipeID] then -- print("unlearned, enabled RecipeID",recipeID) cachedRecipe = app.SearchForMergedObject("spellID", recipeID); -- verify the merged cached version is not 'super' unobtainable if cachedRecipe and cachedRecipe.u and cachedRecipe.u < 3 then -- print("Ignoring Unobtainable RecipeID",recipeID,cachedRecipe.u) skipcaching = true; end end end -- Does this Recipe craft an Item? if spellRecipeInfo.createsItem then CacheRecipeSchematic(recipeID, skipcaching, reagentCache); end end end -- If something new was "learned", then refresh the data. -- app.PrintDebug("Done. learned",#learned) UpdateRawIDs("spellID", learned); if #learned > 0 then app:PlayFanfare(); app:TakeScreenShot("Recipes"); self.force = true; end end end local function UpdateData(self, updates) -- Open the Tradeskill list for this Profession local data = updates["Data"]; if not data then -- app.PrintDebug("UpdateData",self.lastTradeSkillID) data = app.CreateProfession(self.lastTradeSkillID); app.BuildSearchResponse_IgnoreUnavailableRecipes = true; NestObjects(data, app:BuildSearchResponse(app:GetDataCache().g, "requireSkill", data.requireSkill)); app.BuildSearchResponse_IgnoreUnavailableRecipes = nil; data.indent = 0; data.visible = true; BuildGroups(data, data.g); updates["Data"] = data; -- only expand the list if this is the first time it is being generated self.ExpandInfo = { Expand = true }; self.force = true; end self:SetData(data); self:Update(self.force); end -- Can trigger multiple times quickly, but will only run once per profession in a row self.RefreshRecipes = function(self, doUpdate) -- If it's not yours, don't take credit for it. if C_TradeSkillUI.IsTradeSkillLinked() or C_TradeSkillUI.IsTradeSkillGuild() then return; end if app.CollectibleRecipes then -- app.PrintDebug("RefreshRecipes") -- Cache Learned Spells local skillCache = fieldCache["spellID"]; if not skillCache then return; end local tradeSkillID = app.GetTradeSkillLine(); self.lastTradeSkillID = tradeSkillID; local updates = self.SkillsInit[tradeSkillID] or {}; self.SkillsInit[tradeSkillID] = updates; if doUpdate then -- allow re-scanning learned Recipes -- app.PrintDebug("Allow Rescan of Recipes") updates["Recipes"] = nil; end app.FunctionRunner.SetPerFrame(1); app.FunctionRunner.Run(UpdateLocalizedCategories, self, updates); app.FunctionRunner.Run(UpdateLearnedRecipes, self, updates); app.FunctionRunner.Run(UpdateData, self, updates); end end -- TSM Shenanigans self.TSMCraftingVisible = nil; self.SetTSMCraftingVisible = function(self, visible) visible = not not visible; if visible == self.TSMCraftingVisible then return; end self.TSMCraftingVisible = visible; self:SetMovable(true); self:ClearAllPoints(); if visible and self.cachedTSMFrame then if self.cachedTSMFrame.queue and self.cachedTSMFrame.queue:IsShown() then self:SetPoint("TOPLEFT", self.cachedTSMFrame.queue, "TOPRIGHT", 0, 0); self:SetPoint("BOTTOMLEFT", self.cachedTSMFrame.queue, "BOTTOMRIGHT", 0, 0); else self:SetPoint("TOPLEFT", self.cachedTSMFrame, "TOPRIGHT", 0, 0); self:SetPoint("BOTTOMLEFT", self.cachedTSMFrame, "BOTTOMRIGHT", 0, 0); end self:SetMovable(false); -- Skillet compatibility elseif SkilletFrame then self:SetPoint("TOPLEFT", SkilletFrame, "TOPRIGHT", 0, 0); self:SetPoint("BOTTOMLEFT", SkilletFrame, "BOTTOMRIGHT", 0, 0); self:SetMovable(true); elseif TradeSkillFrame then -- Default Alignment on the WoW UI. self:SetPoint("TOPLEFT", TradeSkillFrame, "TOPRIGHT", 0, 0); self:SetPoint("BOTTOMLEFT", TradeSkillFrame, "BOTTOMRIGHT", 0, 0); self:SetMovable(false); elseif ProfessionsFrame then -- Default Alignment on the 10.0 WoW UI self:SetPoint("TOPLEFT", ProfessionsFrame, "TOPRIGHT", 0, 0); self:SetPoint("BOTTOMLEFT", ProfessionsFrame, "BOTTOMRIGHT", 0, 0); self:SetMovable(false); else self:SetMovable(false); StartCoroutine("TSMWHY", function() while InCombatLockdown() or not TradeSkillFrame do coroutine.yield(); end StartCoroutine("TSMWHYPT2", function() local thing = self.TSMCraftingVisible; self.TSMCraftingVisible = nil; self:SetTSMCraftingVisible(thing); end); end); return; end AfterCombatCallback(self.Update, self); end -- Setup Event Handlers and register for events self:SetScript("OnEvent", function(self, e, ...) -- print("Tradeskills.event",e,...) if e == "TRADE_SKILL_LIST_UPDATE" then if self:IsVisible() then -- If it's not yours, don't take credit for it. if C_TradeSkillUI.IsTradeSkillLinked() or C_TradeSkillUI.IsTradeSkillGuild() then self:SetVisible(false); return false; end -- Check to see if ATT has information about this profession. local tradeSkillID = app.GetTradeSkillLine(); if not tradeSkillID or not fieldCache["professionID"][tradeSkillID] then self:SetVisible(false); return false; end end self:RefreshRecipes(); elseif e == "TRADE_SKILL_SHOW" then if self.TSMCraftingVisible == nil then self:SetTSMCraftingVisible(false); end if app.Settings:GetTooltipSetting("Auto:ProfessionList") then -- Check to see if ATT has information about this profession. local tradeSkillID = app.GetTradeSkillLine(); if not tradeSkillID or not fieldCache["professionID"][tradeSkillID] then self:SetVisible(false); else self:SetVisible(true); end end self:RefreshRecipes(true); elseif e == "NEW_RECIPE_LEARNED" then -- spellID, rank, previousSpellID local spellID = ...; if spellID then local previousState = ATTAccountWideData.Spells[spellID]; ATTAccountWideData.Spells[spellID] = 1; if not app.CurrentCharacter.Spells[spellID] then app.CurrentCharacter.Spells[spellID] = 1; UpdateSearchResults(SearchForField("spellID",spellID)); if not previousState or not app.Settings:Get("AccountWide:Recipes") then app:PlayFanfare(); app:TakeScreenShot("Recipes"); if app.Settings:GetTooltipSetting("Report:Collected") then local link = app:Linkify(spellID, app.Colors.ChatLink, "search:spellID:"..spellID); print(NEW_RECIPE_LEARNED_TITLE, link); end end wipe(searchCache); end end elseif e == "TRADE_SKILL_CLOSE" or e == "GARRISON_TRADESKILL_NPC_CLOSED" then self:SetVisible(false); end end); return; end if self:IsVisible() then if TSM_API and TSMAPI_FOUR then if not self.cachedTSMFrame then for i,f in ipairs({UIParent:GetChildren()}) do if f.headerBgCenter then self.cachedTSMFrame = f; local oldSetVisible = f.SetVisible; local oldShow = f.Show; local oldHide = f.Hide; f.SetVisible = function(s, visible) oldSetVisible(s, visible); self:SetTSMCraftingVisible(visible); end f.Hide = function(s) oldHide(s); self:SetTSMCraftingVisible(false); end f.Show = function(s) oldShow(s); self:SetTSMCraftingVisible(true); end if self.gettinMadAtDumbNamingConventions then TSMAPI_FOUR.UI.NewElement = self.OldNewElement; self.gettinMadAtDumbNamingConventions = nil; self.OldNewElement = nil; end self:SetTSMCraftingVisible(f:IsShown()); return; end end if not self.gettinMadAtDumbNamingConventions then self.gettinMadAtDumbNamingConventions = true; self.OldNewElement = TSMAPI_FOUR.UI.NewElement; TSMAPI_FOUR.UI.NewElement = function(...) AfterCombatCallback(self.Update, self); return self.OldNewElement(...); end end end elseif TSMCraftingTradeSkillFrame then -- print("TSMCraftingTradeSkillFrame") if not self.cachedTSMFrame then local f = TSMCraftingTradeSkillFrame; self.cachedTSMFrame = f; local oldSetVisible = f.SetVisible; local oldShow = f.Show; local oldHide = f.Hide; f.SetVisible = function(s, visible) oldSetVisible(s, visible); self:SetTSMCraftingVisible(visible); end f.Hide = function(s) oldHide(s); self:SetTSMCraftingVisible(false); end f.Show = function(s) oldShow(s); self:SetTSMCraftingVisible(true); end if f.queueBtn then local setScript = f.queueBtn.SetScript; f.queueBtn.SetScript = function(s, e, callback) if e == "OnClick" then setScript(s, e, function(...) if callback then callback(...); end local thing = self.TSMCraftingVisible; self.TSMCraftingVisible = nil; self:SetTSMCraftingVisible(thing); end); else setScript(s, e, callback); end end f.queueBtn:SetScript("OnClick", f.queueBtn:GetScript("OnClick")); end self:SetTSMCraftingVisible(f:IsShown()); return; end end -- Update the window and all of its row data self:BaseUpdate(force or self.force or got, got); self.force = nil; end end; customWindowUpdates["WorldQuests"] = function(self, force, got) -- localize some APIs local C_TaskQuest_GetQuestsForPlayerByMapID = C_TaskQuest.GetQuestsForPlayerByMapID; local C_QuestLine_RequestQuestLinesForMap = C_QuestLine.RequestQuestLinesForMap; local C_QuestLine_GetAvailableQuestLines = C_QuestLine.GetAvailableQuestLines; local C_Map_GetMapChildrenInfo = C_Map.GetMapChildrenInfo; local C_AreaPoiInfo_GetAreaPOISecondsLeft = C_AreaPoiInfo.GetAreaPOISecondsLeft; local C_QuestLog_GetBountiesForMapID = C_QuestLog.GetBountiesForMapID; local SecondsToTime = SecondsToTime; local GetNumRandomDungeons, GetLFGDungeonInfo, GetLFGRandomDungeonInfo, GetLFGDungeonRewards, GetLFGDungeonRewardInfo = GetNumRandomDungeons, GetLFGDungeonInfo, GetLFGRandomDungeonInfo, GetLFGDungeonRewards, GetLFGDungeonRewardInfo; if self:IsVisible() then if not self.initialized then self.initialized = true; force = true; local data = { ['text'] = L["WORLD_QUESTS"], ['icon'] = "Interface\\Icons\\INV_Misc_Map08.blp", ["description"] = L["WORLD_QUESTS_DESC"], ['visible'] = true, ['expanded'] = true, ["indent"] = 0, ['back'] = 1, ['g'] = { { ['text'] = L["UPDATE_WORLD_QUESTS"], ['icon'] = "Interface\\Icons\\INV_Misc_Map_01", ['description'] = L["UPDATE_WORLD_QUESTS_DESC"], ['hash'] = "funUpdateWorldQuests", ['OnClick'] = function(data, button) Push(self, "WorldQuests-Rebuild", self.Rebuild); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }, }, }; self:SetData(data); -- Build the initial heirarchy self:BuildData(); local emissaryMapIDs = { { 619, 650 }, -- Broken Isles, Highmountain { app.FactionID == Enum.FlightPathFaction.Horde and 875 or 876, 895 }, -- Kul'Tiras or Zandalar, Stormsong Valley }; local worldMapIDs = { -- Shadowlands Continents { 1550, -- Shadowlands { -- TODO: callings? } }, -- BFA Continents { 875, -- Zandalar { { 863, 5969, { 54135, 54136 }}, -- Nazmir (Romp in the Swamp [H] / March on the Marsh [A]) { 864, 5970, { 53885, 54134 }}, -- Voldun (Isolated Victory [H] / Many Fine Heroes [A]) { 862, 5973, { 53883, 54138 }}, -- Zuldazar (Shores of Zuldazar [H] / Ritual Rampage [A]) } }, { 876, -- Kul'Tiras { { 896, 5964, { 54137, 53701 }}, -- Drustvar (In Every Dark Corner [H] / A Drust Cause [A]) { 942, 5966, { 54132, 51982 }}, -- Stormsong Valley (A Horde of Heroes [H] / Storm's Rage [A]) { 895, 5896, { 53939, 53711 }}, -- Tiragarde Sound (Breaching Boralus [H] / A Sound Defense [A]) } }, { 1355 }, -- Nazjatar -- Legion Continents { 619, -- Broken Isles { { 627 }, -- Dalaran (not a Zone, so doesn't list automatically) { 630, 5175, { 47063 }}, -- Azsuna { 650, 5177, { 47063 }}, -- Highmountain { 634, 5178, { 47063 }}, -- Stormheim { 641, 5210, { 47063 }}, -- Val'Sharah } }, { 905 }, -- Argus -- WoD Continents { 572 }, -- Draenor -- MoP Continents { 424, -- Pandaria { { 1530, 6489, { 56064 }}, -- Assault: The Black Empire { 1530, 6491, { 57728 }}, -- Assault: The Endless Swarm { 1530, 6490, { 57008 }}, -- Assault: The Warring Clans }, }, -- Cataclysm Continents { 948 }, -- The Maelstrom -- WotLK Continents { 113 }, -- Northrend -- BC Continents { 101 }, -- Outland -- Vanilla Continents { 12, -- Kalimdor { { 1527, 6486, { 57157 }}, -- Assault: The Black Empire { 1527, 6488, { 56308 }}, -- Assault: Aqir Unearthed { 1527, 6487, { 55350 }}, -- Assault: Amathet Advance { 62 }, -- Darkshore }, }, { 13, -- Eastern Kingdoms { { 14 }, -- Arathi Highlands }, }, }; self.Clear = function(self) local temp = self.data.g[1]; wipe(self.data.g); tinsert(self.data.g, temp); self:Update(true); end -- World Quests (Tasks) self.MergeTasks = function(self, mapObject) local mapID = mapObject.mapID; if not mapID then return; end local pois = C_TaskQuest_GetQuestsForPlayerByMapID(mapID); -- print(#pois,"WQ in",mapID); if pois then for i,poi in ipairs(pois) do -- only include Tasks on this actual mapID since each Zone mapID is checked individually if poi.mapID == mapID then local questObject = GetPopulatedQuestObject(poi.questId); if self.includeAll or -- include the quest in the list if holding shift and tracking quests (self.includePermanent and self.includeQuests) or -- or if it is repeatable (i.e. one attempt per day/week/year) questObject.repeatable or -- or if it has time remaining (questObject.timeRemaining or 0 > 0) then -- if mapID == 1355 then -- app.PrintDebug("WQ",questObject.questID); -- end NestObject(mapObject, questObject); -- see if need to retry based on missing data -- if not self.retry and questObject.missingData then self.retry = true; end end -- else app.PrintDebug("Skipped WQ",mapID,poi.mapID,poi.questId) end end end end -- Storylines/Map Quest Icons self.MergeStorylines = function(self, mapObject) local mapID = mapObject.mapID; if not mapID then return; end C_QuestLine_RequestQuestLinesForMap(mapID); local questLines = C_QuestLine_GetAvailableQuestLines(mapID) if questLines then for id,questLine in pairs(questLines) do -- dont show 'hidden' quest lines... not sure what this is exactly if not questLine.hidden then local questObject = GetPopulatedQuestObject(questLine.questID); if self.includeAll or -- include the quest in the list if holding shift and tracking quests (self.includePermanent and self.includeQuests) or -- or if it is repeatable (i.e. one attempt per day/week/year) questObject.repeatable or -- or if it has time remaining (questObject.timeRemaining or 0 > 0) then NestObject(mapObject, questObject); -- see if need to retry based on missing data -- if not self.retry and questObject.missingData then self.retry = true; end end end end else -- print("No questline data yet for mapID:",mapID); self.retry = true; end end self.BuildMapAndChildren = function(self, mapObject) if not mapObject.mapID then return; end -- print("Build Map",mapObject.mapID,mapObject.text); -- Merge Tasks for Zone self:MergeTasks(mapObject); -- Merge Storylines for Zone self:MergeStorylines(mapObject); -- look for quests on map child maps as well local mapChildInfos = C_Map_GetMapChildrenInfo(mapObject.mapID, 3); if mapChildInfos then for _,mapInfo in ipairs(mapChildInfos) do -- start fetching the data while other stuff is setup C_QuestLine_RequestQuestLinesForMap(mapInfo.mapID); local subMapObject = app.CreateMapWithStyle(mapInfo.mapID); -- Merge Tasks for Zone self:MergeTasks(subMapObject); -- Merge Storylines for Zone self:MergeStorylines(subMapObject); -- Build children of this map as well self:BuildMapAndChildren(subMapObject); NestObject(mapObject, subMapObject); end end end self.Rebuild = function(self, no) -- Already filled with data and nothing needing to retry, just give it a forced update pass since data for quests should now populate dynamically if not self.retry and #self.data.g > 1 then -- print("Already WQ data, just update again") -- Force Update Callback Callback(self.Update, self, true); return; end -- Rebuild all World Quest data -- print("Rebuild WQ Data") self.retry = nil; -- Put a 'Clear World Quests' click first in the list local temp = {{ ['text'] = L["CLEAR_WORLD_QUESTS"], ['icon'] = "Interface\\Icons\\ability_racial_haymaker", ['description'] = L["CLEAR_WORLD_QUESTS_DESC"], ['hash'] = "funClearWorldQuests", ['OnClick'] = function(data, button) Push(self, "WorldQuests-Clear", self.Clear); return true; end, ['OnUpdate'] = app.AlwaysShowUpdate, }}; -- options when refreshing the list self.includeAll = app.MODE_DEBUG; self.includeQuests = app.CollectibleQuests or app.CollectibleQuestsLocked; self.includePermanent = IsAltKeyDown() or self.includeAll; -- Acquire all of the world mapIDs for _,pair in ipairs(worldMapIDs) do local mapID = pair[1]; -- print("WQ.WorldMapIDs." , mapID) -- start fetching the data while other stuff is setup C_QuestLine_RequestQuestLinesForMap(mapID); local mapObject = app.CreateMapWithStyle(mapID); -- Build top-level maps all the way down self:BuildMapAndChildren(mapObject); -- Invasions local mapIDPOIPairs = pair[2]; if mapIDPOIPairs then for i,arr in ipairs(mapIDPOIPairs) do -- Sub-Map with Quest information to track if #arr >= 3 then for j,questID in ipairs(arr[3]) do if not IsQuestFlaggedCompleted(questID) then local timeLeft = C_AreaPoiInfo_GetAreaPOISecondsLeft(arr[2]); if timeLeft and timeLeft > 0 then local questObject = GetPopulatedQuestObject(questID); -- Custom time remaining based on the map POI since the quest itself does not indicate time remaining if not questObject.timeRemaining then local description = BONUS_OBJECTIVE_TIME_LEFT:format(SecondsToTime(timeLeft * 60)); if timeLeft < 30 then description = "|cFFFF0000" .. description .. "|r"; elseif timeLeft < 60 then description = "|cFFFFFF00" .. description .. "|r"; end if not questObject.description then questObject.description = description; else questObject.description = questObject.description .. "\n\n" .. description; end end local subMapObject = app.CreateMapWithStyle(arr[1]); NestObject(subMapObject, questObject); NestObject(mapObject, subMapObject); end end end else -- Basic Sub-map local subMap = app.CreateMapWithStyle(arr[1]); -- Build top-level maps all the way down for the sub-map self:BuildMapAndChildren(subMap); NestObject(mapObject, subMap); end end end -- Merge everything for this map into the list app.Sort(mapObject.g); if mapObject.g then -- Sort the sub-groups as well for i,mapGrp in ipairs(mapObject.g) do if mapGrp.mapID then app.Sort(mapGrp.g); end end end MergeObject(temp, mapObject); end -- Acquire all of the emissary quests for _,pair in ipairs(emissaryMapIDs) do local mapID = pair[1]; -- print("WQ.EmissaryMapIDs." .. tostring(mapID)) local mapObject = app.CreateMapWithStyle(mapID); local bounties = C_QuestLog_GetBountiesForMapID(pair[2]); if bounties and #bounties > 0 then for _,bounty in ipairs(bounties) do local questObject = GetPopulatedQuestObject(bounty.questID); NestObject(mapObject, questObject); end end app.Sort(mapObject.g); if mapObject.g then -- Sort the sub-groups as well for i,mapGrp in ipairs(mapObject.g) do if mapGrp.mapID then app.Sort(mapGrp.g); end end end MergeObject(temp, mapObject); end -- Heroic Deeds if self.includePermanent and not (CompletedQuests[32900] or CompletedQuests[32901]) then local mapObject = app.CreateMapWithStyle(424); NestObject(mapObject, GetPopulatedQuestObject(app.FactionID == Enum.FlightPathFaction.Alliance and 32900 or 32901)); MergeObject(temp, mapObject); end local OnUpdateForLFGHeader = function(group) local meetLevelrange = app.FilterGroupsByLevel(group); if meetLevelrange or app.MODE_DEBUG_OR_ACCOUNT then -- default logic for available LFG category/Debug/Account return false; else group.visible = nil; return true; end end -- Get the LFG Rewards Available at this level local numRandomDungeons = GetNumRandomDungeons(); -- print(numRandomDungeons,"numRandomDungeons"); if numRandomDungeons > 0 then local groupFinder = { achID = 4476, text = DUNGEONS_BUTTON, collectible = false, trackable = false, g = {} }; for index=1,numRandomDungeons,1 do local dungeonID = GetLFGRandomDungeonInfo(index); -- app.PrintDebug("RandInfo",index,GetLFGRandomDungeonInfo(index)); -- app.PrintDebug("NormInfo",dungeonID,GetLFGDungeonInfo(dungeonID)) -- app.PrintDebug("DungeonAppearsInRandomLFD(dungeonID)",DungeonAppearsInRandomLFD(dungeonID)); -- useless local name, typeID, subtypeID, minLevel, maxLevel, recLevel, minRecLevel, maxRecLevel, expansionLevel, groupID, textureFilename, difficulty, maxPlayers, description, isHoliday, bonusRepAmount, minPlayers, isTimeWalker, name2, minGearLevel = GetLFGDungeonInfo(dungeonID); -- print(dungeonID,name, typeID, subtypeID, minLevel, maxLevel, recLevel, minRecLevel, maxRecLevel, expansionLevel, groupID, textureFilename, difficulty, maxPlayers, description, isHoliday, bonusRepAmount, minPlayers, isTimeWalker, name2, minGearLevel); local _, gold, unknown, xp, unknown2, numRewards, unknown = GetLFGDungeonRewards(dungeonID); -- print("GetLFGDungeonRewards",dungeonID,GetLFGDungeonRewards(dungeonID)); local header = { dungeonID = dungeonID, text = name, description = description, lvl = { minRecLevel or 1, maxRecLevel }, OnUpdate = OnUpdateForLFGHeader, g = {}}; if expansionLevel and not isHoliday then header.icon = setmetatable({["tierID"]=expansionLevel + 1}, app.BaseTier).icon; elseif isTimeWalker then header.icon = app.asset("Difficulty_Timewalking"); end for rewardIndex=1,numRewards,1 do local itemName, icon, count, claimed, rewardType, itemID, quality = GetLFGDungeonRewardInfo(dungeonID, rewardIndex); -- common logic local idType = (rewardType or "item").."ID"; local thing = { [idType] = itemID }; _cache = SearchForField(idType, itemID); if _cache then for _,data in ipairs(_cache) do -- copy any sourced data for the dungeon reward into the list if GroupMatchesParams(data, idType, itemID, true) then MergeProperties(thing, data); end local lvl; if isTimeWalker then lvl = (data.lvl and type(data.lvl) == "table" and data.lvl[1]) or data.lvl or (data.parent and data.parent.lvl and type(data.parent.lvl) == "table" and data.parent.lvl[1]) or data.parent.lvl or 0; else lvl = 0; end -- Should the rewards be listed in the window based on the level of the rewards if lvl <= minRecLevel then NestObjects(thing, data.g); -- no need to clone, everything is re-created at the end end end end NestObject(header, thing); end NestObject(groupFinder, header); end tinsert(temp, CreateObject(groupFinder)); end -- put all the things into the window data, turning them into objects as well NestObjects(self.data, temp); -- Build the heirarchy self:BuildData(); -- Force Update self:Update(true); end end self:BaseUpdate(force or got); end end; -- Only need to immediately load any Windows which are able to be immediately visible on load depending on settings app:GetWindow("Prime"):SetSize(425, 305); app:GetWindow("Bounty"); app:GetWindow("CurrentInstance"); app:GetWindow("RaidAssistant"); app:GetWindow("Sync"); app:GetWindow("Tradeskills"); app:GetWindow("WorldQuests"); end)(); -- ATT Debugger Logic app.LoadDebugger = function() -- CLEU binding only happens when debugger is enabled because of how expensive it can get in large mob farms app:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED"); app.events.COMBAT_LOG_EVENT_UNFILTERED = function() local _,event = CombatLogGetCurrentEventInfo(); if event == "UNIT_DIED" or event == "UNIT_DESTROYED" then app.RefreshQuestInfo(); end end -- This event is helpful for world objects used as treasures. Won't help with objects without rewards (e.g. cat statues in Nazjatar) app:RegisterEvent("LOOT_OPENED") app.events.LOOT_OPENED = function() local guid = GetLootSourceInfo(1) if guid then local type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",guid); if(type == "GameObject") then local text = GameTooltipTextLeft1:GetText() print('ObjectID: '..(npc_id or 'UNKNOWN').. ' || ' .. 'Name: ' .. (text or 'UNKNOWN')) app.RefreshQuestInfo(); end end end local debuggerWindow = app:GetWindow("Debugger", UIParent, function(self, force) if not self.initialized then self.initialized = true; force = true; local CleanFields = { ["parent"] = 1, ["sourceParent"] = 1, ["total"] = 1, ["text"] = 1, ["forceShow"] = 1, ["progress"] = 1, ["OnUpdate"] = 1, ["expanded"] = 1, ["hash"] = 1, ["rawlink"] = 1, ["modItemID"] = 1, ["f"] = 1, ["key"] = 1, ["visible"] = 1, ["displayInfo"] = 1, }; local function CleanObject(obj) local clean = {}; if obj[1] then for _,o in ipairs(obj) do tinsert(clean, CleanObject(o)); end else for k,v in pairs(obj) do if not CleanFields[k] then rawset(clean, k, v); end end if clean.g then local g = {}; for _,o in ipairs(clean.g) do tinsert(g, CleanObject(o)); end clean.g = g; end end return clean; end local function InitDebuggerData() if not self.rawData then self.rawData = LocalizeGlobal("AllTheThingsDebugData", true); if self.rawData[1] then -- need to clean and create again to get different tables used as the actual 'objects' within the rows, otherwise the object data gets saved into the Global as well NestObjects(self.data, CreateObject(CleanObject(self.rawData))); end if not self.data.g then self.data.g = {}; end for i=#self.data.options,1,-1 do tinsert(self.data.g, 1, self.data.options[i]); end BuildGroups(self.data, self.data.g); AfterCombatCallback(self.Update, self, true); end end -- batch operation to clear the rawData, and re-populate with a cleaned version of the current debugger content self.BackupData = function(self) wipe(self.rawData); -- skip clickable rows for _,o in ipairs(self.data.g) do if not o.OnClick then tinsert(self.rawData, CleanObject(o)); end end app.print("Debugger Data Saved"); end local IgnoredNPCs = { [142668] = 1, -- Merchant Maku (Brutosaur) [142666] = 1, -- Collector Unta (Brutosaur) [62821] = 1, -- Mystic Birdhat (Grand Yak) [62822] = 1, -- Cousin Slowhands (Grand Yak) [32642] = 1, -- Mojodishu (Mammoth) [32641] = 1, -- Drix Blackwrench (Mammoth) }; self:SetData({ ['text'] = "Session History", ['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider.blp", ["description"] = "This keeps a visual record of all of the quests, maps, loot, and vendors that you have come into contact with since the session was started.", ["OnUpdate"] = app.AlwaysShowUpdate, ['expanded'] = true, ['back'] = 1, ['options'] = { { ["hash"] = "clearHistory", ['text'] = "Clear History", ['icon'] = "Interface\\Icons\\Ability_Rogue_FeignDeath.blp", ["description"] = "Click this to fully clear this window.\n\nNOTE: If you click this by accident, use the dynamic Restore Buttons that this generates to reapply the data that was cleared.\n\nWARNING: If you reload the UI, the data stored in the Reload Button will be lost forever!", ["OnUpdate"] = app.AlwaysShowUpdate, ['count'] = 0, ['OnClick'] = function(row, button) local copy = {}; for i,o in ipairs(self.data.g) do -- only backup non-button groups if not o.OnClick then tinsert(copy, o); end end if #copy < 1 then app.print("There is nothing to clear."); return true; end row.ref.count = row.ref.count + 1; tinsert(self.data.options, { ["hash"] = "restore" .. row.ref.count, ['text'] = "Restore Button " .. row.ref.count, ['icon'] = "Interface\\Icons\\ability_monk_roll.blp", ["description"] = "Click this to restore your cleared data.\n\nNOTE: Each Restore Button houses different data.\n\nWARNING: This data will be lost forever when you reload your UI!", ["OnUpdate"] = app.AlwaysShowUpdate, ['data'] = copy, ['OnClick'] = function(row, button) for i,info in ipairs(row.ref.data) do NestObject(self.data, CreateObject(info)); end BuildGroups(self.data, self.data.g); AfterCombatCallback(self.Update, self, true); return true; end, }); wipe(self.rawData); wipe(self.data.g); for i=#self.data.options,1,-1 do tinsert(self.data.g, 1, self.data.options[i]); end BuildGroups(self.data, self.data.g); AfterCombatCallback(self.Update, self, true); return true; end, }, }, ['g'] = {}, }); local AddObject = function(info) -- print("Debugger.AddObject") -- app.PrintTable(info) -- print("---") -- Bubble Up the Maps local mapInfo; local mapID = app.GetCurrentMapID(); if mapID then if info then local pos = C_Map.GetPlayerMapPosition(mapID, "player"); if pos then local px, py = pos:GetXY(); info.coord = { math.ceil(px * 10000) / 100, math.ceil(py * 10000) / 100, mapID }; end end repeat mapInfo = C_Map_GetMapInfo(mapID); if mapInfo then if not info then info = { ["mapID"] = mapInfo.mapID }; -- print("Added mapID",mapInfo.mapID) else info = { ["mapID"] = mapInfo.mapID, ["g"] = { info } }; -- print("Pushed into mapID",mapInfo.mapID) end mapID = mapInfo.parentMapID end until not mapInfo or not mapID; end if info then NestObject(self.data, CreateObject(info)); self:BuildData(); AfterCombatCallback(self.Update, self, true); -- trigger the delayed backup DelayedCallback(self.BackupData, 15, self); end end -- Merchant Additions local AddMerchant = function(guid) -- print("AddMerchant",guid) local guid = guid or UnitGUID("npc"); if guid then local ty, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",guid); if npc_id then npc_id = tonumber(npc_id); if IgnoredNPCs[npc_id] then return true; end local numItems = GetMerchantNumItems(); if app.DEBUG_PRINT then print("MERCHANT DETAILS", ty, npc_id, numItems); end local rawGroups = {}; for i=1,numItems,1 do local link = GetMerchantItemLink(i); if link then local name, texture, cost, quantity, numAvailable, isPurchasable, isUsable, extendedCost = GetMerchantItemInfo(i); -- Parse as an ITEM LINK. local item = { ["itemID"] = tonumber(link:match("item:(%d+)")), ["rawlink"] = link, ["cost"] = cost }; if extendedCost then cost = {}; local itemCount = GetMerchantItemCostInfo(i); for j=1,itemCount,1 do local itemTexture, itemValue, itemLink = GetMerchantItemCostItem(i, j); if itemLink then -- print(" ", itemValue, itemLink, gsub(itemLink, "\124", "\124\124")); local m = itemLink:match("currency:(%d+)"); if m then -- Parse as a CURRENCY. tinsert(cost, {"c", tonumber(m), itemValue}); else -- Parse as an ITEM. tinsert(cost, {"i", tonumber(itemLink:match("item:(%d+)")), itemValue}); end end end if cost[1] then item.cost = cost; end end tinsert(rawGroups, item); end end local info = { [(ty == "GameObject") and "objectID" or "npcID"] = npc_id }; local faction = UnitFactionGroup("npc"); if faction then info.r = faction == "Horde" and Enum.FlightPathFaction.Horde or Enum.FlightPathFaction.Alliance; end info.isVendor = 1; info.g = rawGroups; AddObject(info); end end end -- Setup Event Handlers and register for events self:SetScript("OnEvent", function(self, e, ...) if app.DEBUG_PRINT then print(e, ...); end if e == "ZONE_CHANGED_NEW_AREA" or e == "NEW_WMO_CHUNK" then AddObject(); elseif e == "MERCHANT_SHOW" or e == "MERCHANT_UPDATE" then MerchantFrame_SetFilter(MerchantFrame, 1); DelayedCallback(AddMerchant, 1, UnitGUID("npc")); elseif e == "TRADE_SKILL_LIST_UPDATE" then local tradeSkillID = AllTheThings.GetTradeSkillLine(); local currentCategoryGroup, currentCategoryID, categories = {}, -1, {}; local categoryList, rawGroups = {}, {}; local categoryIDs = { C_TradeSkillUI.GetCategories() }; for i = 1,#categoryIDs do currentCategoryID = categoryIDs[i]; local categoryData = C_TradeSkillUI.GetCategoryInfo(currentCategoryID); if categoryData then if not categories[currentCategoryID] then local category = { ["parentCategoryID"] = categoryData.parentCategoryID, ["categoryID"] = currentCategoryID, ["name"] = categoryData.name, ["g"] = {} }; categories[currentCategoryID] = category; tinsert(categoryList, category); end end end local recipeIDs = C_TradeSkillUI.GetAllRecipeIDs(); for i = 1,#recipeIDs do local spellRecipeInfo = C_TradeSkillUI.GetRecipeInfo(recipeIDs[i]); if spellRecipeInfo then currentCategoryID = spellRecipeInfo.categoryID; if not categories[currentCategoryID] then local categoryData = C_TradeSkillUI.GetCategoryInfo(currentCategoryID); if categoryData then local category = { ["parentCategoryID"] = categoryData.parentCategoryID, ["categoryID"] = currentCategoryID, ["name"] = categoryData.name, ["g"] = {} }; categories[currentCategoryID] = category; tinsert(categoryList, category); end end local recipe = { ["recipeID"] = spellRecipeInfo.recipeID, ["requireSkill"] = tradeSkillID, ["name"] = spellRecipeInfo.name, }; if spellRecipeInfo.previousRecipeID then recipe.previousRecipeID = spellRecipeInfo.previousRecipeID; end if spellRecipeInfo.nextRecipeID then recipe.nextRecipeID = spellRecipeInfo.nextRecipeID; end tinsert(categories[currentCategoryID].g, recipe); end end -- Make each category parent have children. (not as gross as that sounds) for i=#categoryList,1,-1 do local category = categoryList[i]; if category.parentCategoryID then local parentCategory = categories[category.parentCategoryID]; category.parentCategoryID = nil; if parentCategory then tinsert(parentCategory.g, 1, category); table.remove(categoryList, i); end end end -- Now merge the categories into the raw groups table. for i,category in ipairs(categoryList) do tinsert(rawGroups, category); end local info = { ["professionID"] = tradeSkillID, ["icon"] = C_TradeSkillUI.GetTradeSkillTexture(tradeSkillID), ["name"] = C_TradeSkillUI.GetTradeSkillDisplayName(tradeSkillID), ["g"] = rawGroups }; NestObject(self.data, CreateObject(info)); BuildGroups(self.data, self.data.g); AfterCombatCallback(self.Update, self, true); -- trigger the delayed backup DelayedCallback(self.BackupData, 15, self); -- Capture quest NPC dialogs elseif e == "QUEST_DETAIL" or e == "QUEST_PROGRESS" then local questStartItemID = ...; local questID = GetQuestID(); if questID == 0 then return false; end local npc = "questnpc"; local guid = UnitGUID(npc); if not guid then npc = "npc"; guid = UnitGUID(npc); end local type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid; if guid then type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",guid); end if app.DEBUG_PRINT then print("QUEST_DETAIL", questStartItemID, " => Quest #", questID, type, npc_id, app.NPCNameFromID[npc_id]); end local rawGroups = {}; for i=1,GetNumQuestRewards(),1 do local link = GetQuestItemLink("reward", i); if link then tinsert(rawGroups, { ["itemID"] = GetItemInfoInstant(link) }); end end for i=1,GetNumQuestChoices(),1 do local link = GetQuestItemLink("choice", i); if link then tinsert(rawGroups, { ["itemID"] = GetItemInfoInstant(link) }); end end for i=1,GetNumQuestLogRewardSpells(questID),1 do local texture, name, isTradeskillSpell, isSpellLearned, hideSpellLearnText, isBoostSpell, garrFollowerID, genericUnlock, spellID = GetQuestLogRewardSpell(i, questID); if garrFollowerID then tinsert(rawGroups, { ["followerID"] = garrFollowerID, ["name"] = name }); elseif spellID then if isTradeskillSpell then tinsert(rawGroups, { ["recipeID"] = spellID, ["name"] = name }); else tinsert(rawGroups, { ["spellID"] = spellID, ["name"] = name }); end end end local info = { ["questID"] = questID, ["g"] = rawGroups }; if questStartItemID and questStartItemID > 0 then info.provider = { "i", questStartItemID }; end if npc_id then npc_id = tonumber(npc_id); if type == "GameObject" then info = { ["objectID"] = npc_id, ["text"] = UnitName(npc), ["g"] = { info } }; else info.qgs = { npc_id }; end local faction = UnitFactionGroup(npc); if faction then info.r = faction == "Horde" and Enum.FlightPathFaction.Horde or Enum.FlightPathFaction.Alliance; end end AddObject(info); -- Capture various personal/party loot received elseif e == "CHAT_MSG_LOOT" then local msg, player, a, b, c, d, e, f, g, h, i, j, k, l = ...; -- "You receive item: item:###" will break the match -- this probably doesn't work in other locales msg = msg:gsub("item: ", ""); -- print("Loot parse",msg) local itemString = string.match(msg, "item[%-?%d:]+"); if itemString then -- print("Looted Item",itemString) local itemID = GetItemInfoInstant(itemString); AddObject({ ["unit"] = j, ["g"] = { { ["itemID"] = itemID, ["rawlink"] = itemString } } }); end -- Capture personal loot sources elseif e == "LOOT_READY" then local slots = GetNumLootItems(); -- print("Loot Slots:",slots); local loot, source, itemID, info; local type, zero, server_id, instance_id, zone_uid, id, spawn_uid; for i=1,slots,1 do loot = GetLootSlotLink(i); if loot then itemID = GetItemInfoInstant(loot); if itemID then source = { GetLootSourceInfo(i) }; for s=1,#source,2 do type, zero, server_id, instance_id, zone_uid, id, spawn_uid = strsplit("-",source[s]); -- TODO: test this with Item containers if app.DEBUG_PRINT then print("Add Loot",itemID,"from",type,id) end info = { [(type == "GameObject") and "objectID" or "npcID"] = tonumber(id), ["g"] = { { ["itemID"] = itemID, ["rawlink"] = loot } } }; -- print("Add Loot") -- app.PrintTable(info); AddObject(info); end elseif app.DEBUG_PRINT then print("No ItemID!",loot) end end end end end); self:RegisterEvent("QUEST_DETAIL"); self:RegisterEvent("QUEST_PROGRESS"); self:RegisterEvent("QUEST_LOOT_RECEIVED"); self:RegisterEvent("TRADE_SKILL_LIST_UPDATE"); self:RegisterEvent("ZONE_CHANGED_NEW_AREA"); self:RegisterEvent("NEW_WMO_CHUNK"); self:RegisterEvent("MERCHANT_SHOW"); self:RegisterEvent("MERCHANT_UPDATE"); self:RegisterEvent("LOOT_READY"); self:RegisterEvent("CHAT_MSG_LOOT"); --self:RegisterAllEvents(); InitDebuggerData(); -- Ensure the current Zone is added when the Window is initialized AddObject(); BuildGroups(self.data, self.data.g); end -- Update the window and all of its row data self:BaseUpdate(force); end); app.TopLevelUpdateGroup(debuggerWindow.data, debuggerWindow); debuggerWindow:Show(); app.LoadDebugger = function() debuggerWindow:Toggle(); end end -- app.LoadDebugger -- Tooltip Hooks do hooksecurefunc(GameTooltip, "SetToyByItemID", function(self, itemID, ...) if CanAttachTooltips() then local link = C_ToyBox.GetToyLink(itemID); if link then AttachTooltipSearchResults(self, 1, link, SearchForLink, link); self:Show(); end end end) hooksecurefunc(GameTooltip, "SetRecipeReagentItem", function(self, recipeID, reagentID, ...) if CanAttachTooltips() then local link = C_TradeSkillUI.GetRecipeFixedReagentItemLink(recipeID, reagentID); if link then AttachTooltipSearchResults(self, 1, link, SearchForLink, link); self:Show(); end end end) -- 10.0.2 -- https://wowpedia.fandom.com/wiki/Patch_10.0.2/API_changes#Tooltip_Changes if TooltipDataProcessor then -- TODO: maybe in future refine this to specific tooltip datas that we actually can utilize... local function OnTooltipAll(tooltip, data) -- app.PrintDebug("OnTooltipAll", tooltip, data) -- app.PrintTable(data) AttachTooltip(tooltip); end -- app.PrintDebug("Tooltip Attach Process") TooltipDataProcessor.AddTooltipPostCall(TooltipDataProcessor.AllTypes, OnTooltipAll) -- TooltipDataProcessor.AddTooltipPostCall(Enum.TooltipDataType.Item, OnTooltipSetItem) -- TooltipDataProcessor.AddTooltipPostCall(TooltipDataProcessor.AllTypes, AttachTooltip) else GameTooltip:HookScript("OnTooltipSetQuest", AttachTooltip); GameTooltip:HookScript("OnTooltipSetItem", AttachTooltip); GameTooltip:HookScript("OnTooltipSetUnit", AttachTooltip); ItemRefTooltip:HookScript("OnTooltipSetQuest", AttachTooltip); ItemRefTooltip:HookScript("OnTooltipSetItem", AttachTooltip); ItemRefShoppingTooltip1:HookScript("OnTooltipSetQuest", AttachTooltip); ItemRefShoppingTooltip1:HookScript("OnTooltipSetItem", AttachTooltip); ItemRefShoppingTooltip2:HookScript("OnTooltipSetQuest", AttachTooltip); ItemRefShoppingTooltip2:HookScript("OnTooltipSetItem", AttachTooltip); -- GameTooltip:HookScript("OnUpdate", CheckAttachTooltip); GameTooltip:HookScript("OnShow", AttachTooltip); ItemRefTooltip:HookScript("OnShow", AttachTooltip); ItemRefShoppingTooltip1:HookScript("OnShow", AttachTooltip); ItemRefShoppingTooltip2:HookScript("OnShow", AttachTooltip); end GameTooltip:HookScript("OnTooltipCleared", ClearTooltip); ItemRefTooltip:HookScript("OnTooltipCleared", ClearTooltip); ItemRefShoppingTooltip1:HookScript("OnTooltipCleared", ClearTooltip); ItemRefShoppingTooltip2:HookScript("OnTooltipCleared", ClearTooltip); --[[ hooksecurefunc("EmbeddedItemTooltip_SetCurrencyByID", function(self, id, ...) print("EmbeddedItemTooltip_SetCurrencyByID", ...); AttachTooltip(self.Tooltip); end); ]]-- hooksecurefunc("EmbeddedItemTooltip_SetItemByID", function(self, itemID, ...) ClearTooltip(self.Tooltip); AttachTooltip(self.Tooltip); self.Tooltip:Show(); end); hooksecurefunc("EmbeddedItemTooltip_SetItemByQuestReward", function(self, ...) ClearTooltip(self.Tooltip); AttachTooltip(self.Tooltip); self.Tooltip:Show(); end); --hooksecurefunc("BattlePetTooltipTemplate_SetBattlePet", AttachBattlePetTooltip); -- Not ready yet. end -- Tooltip Hooks -- Auction House Lib (function() local auctionFrame = CreateFrame("Frame"); app.AuctionFrame = auctionFrame; app.ProcessAuctionData = function() -- If we have no auction data, then simply return now. if not AllTheThingsAuctionData then return end; local count = 0; for _ in pairs(AllTheThingsAuctionData) do count = count+1 end if count < 1 then return end; -- Search the ATT Database for information related to the auction links (items, species, etc) local filterID; local searchResultsByKey, searchResult, searchResults, key, keys, value, data = {}; for k,v in pairs(AllTheThingsAuctionData) do searchResults = SearchForLink(v.itemLink); if searchResults then if #searchResults > 0 then searchResult = searchResults[1]; key = searchResult.key; if key == "npcID" then if searchResult.itemID then key = "itemID"; end elseif key == "spellID" then local AuctionDataItemKeyOverrides = { [92426] = "itemID", -- Sealed Tome of the Lost Legion }; if AuctionDataItemKeyOverrides[searchResult.itemID] then key = AuctionDataItemKeyOverrides[searchResult.itemID] end end value = searchResult[key]; keys = searchResultsByKey[key]; -- Make sure that the key type is represented. if not keys then keys = {}; searchResultsByKey[key] = keys; end -- First time this key value was used. data = keys[value]; if not data then data = CreateObject(searchResult); for i=2,#searchResults,1 do MergeObject(data, CreateObject(searchResults[i])); end if data.key == "npcID" then setmetatable(data, app.BaseItem); end data.auctions = {}; keys[value] = data; end tinsert(data.auctions, v.itemLink); end end end -- Move all achievementID-based items into criteriaID if searchResultsByKey.achievementID then local criteria = searchResultsByKey.criteriaID; if criteria then for key,entry in pairs(searchResultsByKey.achievementID) do criteria[key] = entry; end else searchResultsByKey.criteriaID = searchResultsByKey.achievementID; end searchResultsByKey.achievementID = nil; end -- Apply a sub-filter to items with spellID-based identifiers. if searchResultsByKey.spellID then local filteredItems = {}; for key,entry in pairs(searchResultsByKey.spellID) do filterID = entry.filterID or entry.f; if filterID then local filterData = filteredItems[filterID]; if not filterData then filterData = {}; filteredItems[filterID] = filterData; end filterData[key] = entry; else print("Spell " .. entry.spellID .. " (Item ID #" .. (entry.itemID or "???") .. ") is missing a filterID?"); end end if filteredItems[100] then searchResultsByKey.mountID = filteredItems[100]; end -- Mounts if filteredItems[200] then searchResultsByKey.recipeID = filteredItems[200]; end -- Recipes searchResultsByKey.spellID = nil; end if searchResultsByKey.s then local filteredItems = {}; local cachedS = searchResultsByKey.s; searchResultsByKey.s = {}; for sourceID,entry in pairs(cachedS) do filterID = entry.filterID or entry.f; if filterID then local filterData = filteredItems[entry.f]; if not filterData then filterData = setmetatable({ ["filterID"] = filterID, ["g"] = {} }, app.BaseFilter); filteredItems[filterID] = filterData; tinsert(searchResultsByKey.s, filterData); end tinsert(filterData.g, entry); end end for f,entry in pairs(filteredItems) do app.Sort(entry.g, function(a,b) return a.u and not b.u; end); end end -- Process the Non-Collectible Items for Reagents local reagentCache = app.GetDataMember("Reagents"); if reagentCache and searchResultsByKey.itemID then local cachedItems = searchResultsByKey.itemID; searchResultsByKey.itemID = {}; searchResultsByKey.reagentID = {}; for itemID,entry in pairs(cachedItems) do if reagentCache[itemID] then searchResultsByKey.reagentID[itemID] = entry; if not entry.g then entry.g = {}; end for itemID2,count in pairs(reagentCache[itemID][2]) do local searchResults = app.SearchForField("itemID", itemID2); if searchResults and #searchResults > 0 then tinsert(entry.g, CloneData(searchResults[1])); end end else -- Push it back into the itemID table searchResultsByKey.itemID[itemID] = entry; end end end -- Insert Buttons into the groups. wipe(window.data.g); for i,option in ipairs(window.data.options) do tinsert(window.data.g, option); end local ObjectTypeMetas = { ["criteriaID"] = setmetatable({ -- Achievements ["filterID"] = 105, ["icon"] = "INTERFACE/ICONS/ACHIEVEMENT_BOSS_LICHKING", ["description"] = L["ITEMS_FOR_ACHIEVEMENTS_DESC"], ["priority"] = 1, }, app.BaseFilter), ["s"] = setmetatable({ -- Appearances ["headerID"] = -10032, ["icon"] = "INTERFACE/ICONS/INV_SWORD_06", ["description"] = L["ALL_APPEARANCES_DESC"], ["priority"] = 2, }, app.BaseHeader), ["mountID"] = setmetatable({ -- Mounts ["filterID"] = 100, ["description"] = L["ALL_THE_MOUNTS_DESC"], ["priority"] = 3, }, app.BaseFilter), ["speciesID"] = setmetatable({ -- Battle Pets ["filterID"] = 101, ["icon"] = "INTERFACE/ICONS/ICON_PETFAMILY_CRITTER", ["description"] = L["ALL_THE_BATTLEPETS_DESC"], ["priority"] = 4, }, app.BaseFilter), ["questID"] = setmetatable({ -- Quests ["headerID"] = -9956, ["icon"] = "INTERFACE/ICONS/ACHIEVEMENT_GENERAL_100KQUESTS", ["description"] = L["ALL_THE_QUESTS_DESC"], ["priority"] = 5, }, app.BaseHeader), ["recipeID"] = setmetatable({ -- Recipes ["filterID"] = 200, ["icon"] = "INTERFACE/ICONS/INV_SCROLL_06", ["description"] = L["ALL_THE_RECIPES_DESC"], ["priority"] = 6, }, app.BaseFilter), ["itemID"] = { -- General ["text"] = "General", ["icon"] = "INTERFACE/ICONS/INV_MISC_FROSTEMBLEM_01", ["description"] = L["ALL_THE_ILLUSIONS_DESC"], ["priority"] = 7, }, ["reagentID"] = setmetatable({ -- Reagent ["filterID"] = 56, ["icon"] = "INTERFACE/ICONS/SPELL_FROST_FROZENCORE", ["description"] = L["ALL_THE_REAGENTS_DESC"], ["priority"] = 8, }, app.BaseFilter), }; -- Display Test for Raw Data + Filtering for key, searchResults in pairs(searchResultsByKey) do local subdata = {}; subdata.visible = true; if ObjectTypeMetas[key] then setmetatable(subdata, { __index = ObjectTypeMetas[key] }); else subdata.description = "Container for '" .. key .. "' object types."; subdata.text = key; end subdata.g = {}; for i,j in pairs(searchResults) do tinsert(subdata.g, j); end tinsert(window.data.g, subdata); end app.Sort(window.data.g, function(a, b) return (b.priority or 0) > (a.priority or 0); end); BuildGroups(window.data, window.data.g); app.TopLevelUpdateGroup(window.data, window); window:Show(); window:Update(); end app.OpenAuctionModule = function(self) -- TODO: someday someone might fix this AH functionality... if true then return; end if IsAddOnLoaded("TradeSkillMaster") then -- Why, TradeSkillMaster, why are you like this? C_Timer.After(2, function() end); end if app.Blizzard_AuctionHouseUILoaded then -- Localize some global APIs local C_AuctionHouse_GetNumReplicateItems = C_AuctionHouse.GetNumReplicateItems; local C_AuctionHouse_GetReplicateItemInfo = C_AuctionHouse.GetReplicateItemInfo; local C_AuctionHouse_GetReplicateItemLink = C_AuctionHouse.GetReplicateItemLink; -- Create the Auction Tab for ATT. local tabID = AuctionHouseFrame.numTabs+1; local button = CreateFrame("Button", "AuctionHouseFrameTab"..tabID, AuctionHouseFrame, "AuctionHouseFrameDisplayModeTabTemplate"); button:SetID(tabID); button:SetText(L["AUCTION_TAB"]); button:SetNormalFontObject(GameFontHighlightSmall); button:SetPoint("LEFT", AuctionHouseFrame.Tabs[tabID-1], "RIGHT", -15, 0); tinsert(AuctionHouseFrame.Tabs, button); PanelTemplates_SetNumTabs (AuctionHouseFrame, tabID); PanelTemplates_EnableTab (AuctionHouseFrame, tabID); -- Garbage collect the function after this is executed. app.OpenAuctionModule = function() end; app.AuctionModuleTabID = tabID; -- Create the movable Auction Data window. local window = app:GetWindow("AuctionData", AuctionHouseFrame); auctionFrame:SetScript("OnEvent", function(self, e, ...) if e == "REPLICATE_ITEM_LIST_UPDATE" then self:UnregisterEvent("REPLICATE_ITEM_LIST_UPDATE"); AllTheThingsAuctionData = {}; local items = {}; local auctionItems = C_AuctionHouse_GetNumReplicateItems(); for i=0,auctionItems-1 do local itemLink; local count, _, _, _, _, _, _, price, _, _, _, _, _, _, itemID, status = select(3, C_AuctionHouse_GetReplicateItemInfo(i)); if price and itemID and status then itemLink = C_AuctionHouse_GetReplicateItemLink(i); if itemLink then AllTheThingsAuctionData[itemID] = { itemLink = itemLink, count = count, price = (price/count) }; end else local item = Item:CreateFromItemID(itemID); items[item] = true; item:ContinueOnItemLoad(function() count, _, _, _, _, _, _, price, _, _, _, _, _, _, itemID, status = select(3, C_AuctionHouse_GetReplicateItemInfo(i)); items[item] = nil; if itemID and status then itemLink = C_AuctionHouse_GetReplicateItemLink(i); if itemLink then AllTheThingsAuctionData[itemID] = { itemLink = itemLink, count = count, price = (price/count) }; end end if not next(items) then items = {}; end end); end end if not next(items) then items = {}; end print(L["TITLE"] .. L["AH_SCAN_SUCCESSFUL_1"] .. auctionItems .. L["AH_SCAN_SUCCESSFUL_2"]); StartCoroutine("ProcessAuctionData", app.ProcessAuctionData, 1); end end); window:SetPoint("TOPLEFT", AuctionHouseFrame, "TOPRIGHT", 0, -10); window:SetPoint("BOTTOMLEFT", AuctionHouseFrame, "BOTTOMRIGHT", 0, 10); window:Hide(); -- Cache some functions to make them faster local _GetAuctionItemInfo, _GetAuctionItemLink = GetAuctionItemInfo, GetAuctionItemLink; local origSideDressUpFrameHide, origSideDressUpFrameShow = SideDressUpFrame.Hide, SideDressUpFrame.Show; SideDressUpFrame.Hide = function(...) origSideDressUpFrameHide(...); window:ClearAllPoints(); window:SetPoint("TOPLEFT", AuctionHouseFrame, "TOPRIGHT", 0, -10); window:SetPoint("BOTTOMLEFT", AuctionHouseFrame, "BOTTOMRIGHT", 0, 10); end SideDressUpFrame.Show = function(...) origSideDressUpFrameShow(...); window:ClearAllPoints(); window:SetPoint("LEFT", SideDressUpFrame, "RIGHT", 0, 0); window:SetPoint("TOP", AuctionHouseFrame, "TOP", 0, -10); window:SetPoint("BOTTOM", AuctionHouseFrame, "BOTTOM", 0, 10); end button:SetScript("OnClick", function(self) -- This is the "ATT" button at the bottom of the auction house frame if self:GetID() == tabID then window:Show(); end end); end end end)(); do -- Setup and Startup Functionality -- Creates the data structures and initial 'Default' profiles for ATT app.SetupProfiles = function() -- base profiles containers local ATTProfiles = { Profiles = {}, Assignments = {}, }; AllTheThingsProfiles = ATTProfiles; local default = app.Settings:NewProfile(DEFAULT); -- copy various existing settings that are now Profiled if AllTheThingsSettings then -- General Settings if AllTheThingsSettings.General then for k,v in pairs(AllTheThingsSettings.General) do rawset(default.General, k, v); end end -- Tooltip Settings if AllTheThingsSettings.Tooltips then for k,v in pairs(AllTheThingsSettings.Tooltips) do rawset(default.Tooltips, k, v); end end -- Seasonal Filters if AllTheThingsSettings.Seasonal then for k,v in pairs(AllTheThingsSettings.Seasonal) do rawset(default.Seasonal, k, v); end end -- Unobtainable Filters if AllTheThingsSettings.Unobtainable then for k,v in pairs(AllTheThingsSettings.Unobtainable) do rawset(default.Unobtainable, k, v); end end end -- pull in window data for the default profile for _,window in pairs(app.Windows) do window:StorePosition(); end app.print("Initialized ATT Profiles!"); -- delete old variables AllTheThingsSettings = nil; AllTheThingsAD.UnobtainableItemFilters = nil; AllTheThingsAD.SeasonalFilters = nil; -- initialize settings again due to profiles existing now app.Settings:Initialize(); end -- Called when the Addon is loaded to process initial startup information app.Startup = function() local v = GetAddOnMetadata("AllTheThings", "Version"); -- if placeholder exists as the Version tag, then assume we are not on the Release version if string.match(v, "version") then app.Version = "[Git]"; -- adjust the Setting screen version display since it was already set from metadata if app.Settings.version then app.Settings.version:SetText("[Git]"); end else app.Version = "v" .. v; end AllTheThingsAD = LocalizeGlobal("AllTheThingsAD", true); -- For account-wide data. -- Cache the Localized Category Data AllTheThingsAD.LocalizedCategoryNames = setmetatable(AllTheThingsAD.LocalizedCategoryNames or {}, { __index = app.CategoryNames }); app.CategoryNames = nil; -- Cache the Localized Flight Path Data --AllTheThingsAD.LocalizedFlightPathDB = setmetatable(AllTheThingsAD.LocalizedFlightPathDB or {}, { __index = app.FlightPathDB }); --app.FlightPathDB = nil; -- TODO: Deprecate this. -- Cache information about the player. local class, classID = UnitClassBase("player"); local raceName, race, raceID = UnitRace("player"); app.Class = class; app.ClassIndex = classID; app.Level = UnitLevel("player"); local raceIndex = app.RaceDB[race]; if type(raceIndex) == "table" then local factionGroup = UnitFactionGroup("player"); raceIndex = raceIndex[factionGroup]; end app.Race = race; app.RaceID = raceID; app.RaceIndex = raceIndex; -- 1 = unknown, 2 = male, 3 = female app.Gender = UnitSex("player"); local name, realm = UnitName("player"); realm = realm or GetRealmName(); local className = GetClassInfo(classID); app.GUID = UnitGUID("player"); app.Me = "|c"..RAID_CLASS_COLORS[class].colorStr..name.."-"..realm.."|r"; app.ClassName = "|c"..RAID_CLASS_COLORS[class].colorStr..className.."|r"; app.ActiveCustomCollects = {}; LibStub:GetLibrary("LibDataBroker-1.1"):NewDataObject(L["TITLE"], { type = "launcher", icon = app.asset("logo_32x32"), OnClick = MinimapButtonOnClick, OnEnter = MinimapButtonOnEnter, OnLeave = MinimapButtonOnLeave, }); -- Character Data Storage local characterData = LocalizeGlobal("ATTCharacterData", true); local currentCharacter = characterData[app.GUID]; if not currentCharacter then currentCharacter = {}; characterData[app.GUID] = currentCharacter; end if name then currentCharacter.name = name; end if realm then currentCharacter.realm = realm; end if app.Me then currentCharacter.text = app.Me; end if app.GUID then currentCharacter.guid = app.GUID; end if app.Level then currentCharacter.lvl = app.Level; end if app.FactionID then currentCharacter.factionID = app.FactionID; end if app.ClassIndex then currentCharacter.classID = app.ClassIndex; end if app.RaceIndex then currentCharacter.raceID = app.RaceIndex; end if class then currentCharacter.class = class; end if race then currentCharacter.race = race; end if not currentCharacter.Achievements then currentCharacter.Achievements = {}; end if not currentCharacter.ArtifactRelicItemLevels then currentCharacter.ArtifactRelicItemLevels = {}; end if not currentCharacter.AzeriteEssenceRanks then currentCharacter.AzeriteEssenceRanks = {}; end if not currentCharacter.Buildings then currentCharacter.Buildings = {}; end if not currentCharacter.CommonItems then currentCharacter.CommonItems = {}; end if not currentCharacter.CustomCollects then currentCharacter.CustomCollects = {}; end if not currentCharacter.Deaths then currentCharacter.Deaths = 0; end if not currentCharacter.Factions then currentCharacter.Factions = {}; end if not currentCharacter.FlightPaths then currentCharacter.FlightPaths = {}; end if not currentCharacter.Followers then currentCharacter.Followers = {}; end if not currentCharacter.Lockouts then currentCharacter.Lockouts = {}; end if not currentCharacter.Professions then currentCharacter.Professions = {}; end if not currentCharacter.Quests then currentCharacter.Quests = {}; end if not currentCharacter.Spells then currentCharacter.Spells = {}; end if not currentCharacter.Titles then currentCharacter.Titles = {}; end -- not needed, account-wide by blizzard currentCharacter.RuneforgeLegendaries = nil; if not currentCharacter.Conduits then currentCharacter.Conduits = {}; end currentCharacter.lastPlayed = time(); app.CurrentCharacter = currentCharacter; -- Convert over the deprecated Characters table. local characters = GetDataMember("Characters"); if characters then for guid,text in pairs(characters) do if not characterData[guid] then characterData[guid] = { ["text"] = text }; end end end -- Convert over the deprecated AzeriteEssenceRanksPerCharacter table. local azeriteEssenceRanksPerCharacter = GetDataMember("AzeriteEssenceRanksPerCharacter"); if azeriteEssenceRanksPerCharacter then for guid,data in pairs(azeriteEssenceRanksPerCharacter) do local character = characterData[guid]; if character then character.AzeriteEssenceRanks = data; end end end -- Convert over the deprecated CollectedBuildingsPerCharacter table. local collectedBuildingsPerCharacter = GetDataMember("CollectedBuildingsPerCharacter"); if collectedBuildingsPerCharacter then for guid,buildings in pairs(collectedBuildingsPerCharacter) do local character = characterData[guid]; if character then character.Buildings = buildings; end end end -- Convert over the deprecated DeathsPerCharacter table. local deathsPerCharacter = GetDataMember("DeathsPerCharacter"); if deathsPerCharacter then for guid,deaths in pairs(deathsPerCharacter) do local character = characterData[guid]; if character then character.Deaths = deaths; end end end -- Convert over the deprecated CollectedFactionsPerCharacter table. local collectedFactionsPerCharacter = GetDataMember("CollectedFactionsPerCharacter"); if collectedFactionsPerCharacter then for guid,factions in pairs(collectedFactionsPerCharacter) do local character = characterData[guid]; if character then character.Factions = factions; end end end -- Convert over the deprecated CollectedFlightPathsPerCharacter table. local collectedFlightPathsPerCharacter = GetDataMember("CollectedFlightPathsPerCharacter"); if collectedFlightPathsPerCharacter then for guid,flightPaths in pairs(collectedFlightPathsPerCharacter) do local character = characterData[guid]; if character then character.FlightPaths = flightPaths; end end end -- Convert over the deprecated CollectedFollowersPerCharacter table. local collectedFollowersPerCharacter = GetDataMember("CollectedFollowersPerCharacter"); if collectedFollowersPerCharacter then for guid,followers in pairs(collectedFollowersPerCharacter) do local character = characterData[guid]; if character then character.Followers = followers; end end end -- Convert over the deprecated lockouts table. local lockouts = GetDataMember("lockouts"); if lockouts then for guid,locks in pairs(lockouts) do local character = characterData[guid]; if character then character.Lockouts = locks; end end end -- Convert over the deprecated CollectedQuestsPerCharacter table. local collectedQuestsPerCharacter = GetDataMember("CollectedQuestsPerCharacter"); if collectedQuestsPerCharacter then for guid,quests in pairs(collectedQuestsPerCharacter) do local character = characterData[guid]; if character then character.Quests = quests; end end end -- Convert over the deprecated CollectedSpellsPerCharacter table. local collectedSpellsPerCharacter = GetDataMember("CollectedSpellsPerCharacter"); if collectedSpellsPerCharacter then for guid,spells in pairs(collectedSpellsPerCharacter) do local character = characterData[guid]; if character then character.Spells = spells; end end end -- Convert over the deprecated CollectedTitlesPerCharacter table. local collectedTitlesPerCharacter = GetDataMember("CollectedTitlesPerCharacter"); if collectedTitlesPerCharacter then for guid,titles in pairs(collectedTitlesPerCharacter) do local character = characterData[guid]; if character then character.Titles = titles; end end end -- Account Wide Data Storage ATTAccountWideData = LocalizeGlobal("ATTAccountWideData", true); local accountWideData = ATTAccountWideData; if not accountWideData.Achievements then accountWideData.Achievements = {}; end if not accountWideData.Artifacts then accountWideData.Artifacts = {}; end if not accountWideData.AzeriteEssenceRanks then accountWideData.AzeriteEssenceRanks = {}; end if not accountWideData.Buildings then accountWideData.Buildings = {}; end if not accountWideData.CommonItems then accountWideData.CommonItems = {}; end if not accountWideData.Factions then accountWideData.Factions = {}; end if not accountWideData.FactionBonus then accountWideData.FactionBonus = {}; end if not accountWideData.FlightPaths then accountWideData.FlightPaths = {}; end if not accountWideData.Followers then accountWideData.Followers = {}; end if not accountWideData.HeirloomRanks then accountWideData.HeirloomRanks = {}; end if not accountWideData.Illusions then accountWideData.Illusions = {}; end if not accountWideData.Quests then accountWideData.Quests = {}; end if not accountWideData.Sources then accountWideData.Sources = {}; end if not accountWideData.Spells then accountWideData.Spells = {}; end if not accountWideData.Titles then accountWideData.Titles = {}; end if not accountWideData.Toys then accountWideData.Toys = {}; end if not accountWideData.OneTimeQuests then accountWideData.OneTimeQuests = {}; end if not accountWideData.RuneforgeLegendaries then accountWideData.RuneforgeLegendaries = {}; end if not accountWideData.Conduits then accountWideData.Conduits = {}; end -- Update the total account wide death counter. local deaths = 0; for guid,character in pairs(characterData) do if character and character.Deaths and character.Deaths > 0 then deaths = deaths + character.Deaths; end end accountWideData.Deaths = deaths; -- Convert over the deprecated account wide tables. local data = GetDataMember("CollectedAchievements"); if data then accountWideData.Achievements = data; end data = GetDataMember("CollectedArtifacts"); if data then if not data.V then wipe(data); C_Timer.After(30, function() app.print(L["ARTIFACT_CACHE_OUT_OF_DATE"]); end); else data.V = nil; end accountWideData.Artifacts = data; elseif accountWideData.Artifacts.V then accountWideData.Artifacts.V = nil; end data = GetDataMember("AzeriteEssenceRanks"); if data then accountWideData.AzeriteEssenceRanks = data; end data = GetDataMember("CollectedBuildings"); if data then accountWideData.Buildings = data; end data = GetDataMember("CollectedFactions"); if data then accountWideData.Factions = data; end data = GetDataMember("CollectedFactionBonusReputation"); if data then accountWideData.FactionBonus = data; end data = GetDataMember("CollectedFlightPaths"); if data then accountWideData.FlightPaths = data; end data = GetDataMember("CollectedFollowers"); if data then accountWideData.Followers = data; end data = GetDataMember("HeirloomUpgradeRanks"); if data then accountWideData.HeirloomRanks = data; end data = GetDataMember("CollectedIllusions"); if data then accountWideData.Illusions = data; end data = GetDataMember("CollectedQuests"); if data then accountWideData.Quests = data; end data = GetDataMember("CollectedSources"); if data then accountWideData.Sources = data; end data = GetDataMember("CollectedSpells"); if data then accountWideData.Spells = data; end data = GetDataMember("CollectedTitles"); if data then accountWideData.Titles = data; end data = GetDataMember("CollectedToys"); if data then accountWideData.Toys = data; end -- Clean up settings local oldsettings = {}; for i,key in ipairs({ "LinkedAccounts", "LocalizedCategoryNames", --"LocalizedFlightPathDB", "Position", "RandomSearchFilter", "Reagents", }) do rawset(oldsettings, key, rawget(AllTheThingsAD, key)); end wipe(AllTheThingsAD); for key,value in pairs(oldsettings) do rawset(AllTheThingsAD, key, value); end GetDataMember("LinkedAccounts", {}); -- Init the Settings before working with data app.Settings:Initialize(); -- Attempt to register for the addon message prefix. C_ChatInfo.RegisterAddonMessagePrefix("ATT"); -- Register remaining addon-related events app:RegisterEvent("BOSS_KILL"); app:RegisterEvent("CHAT_MSG_ADDON"); app:RegisterEvent("PLAYER_ENTERING_WORLD"); app:RegisterEvent("NEW_PET_ADDED"); app:RegisterEvent("PET_JOURNAL_PET_DELETED"); app:RegisterEvent("PLAYER_DIFFICULTY_CHANGED"); app:RegisterEvent("TRANSMOG_COLLECTION_SOURCE_ADDED"); app:RegisterEvent("TRANSMOG_COLLECTION_SOURCE_REMOVED"); app:RegisterEvent("PET_BATTLE_OPENING_START") app:RegisterEvent("PET_BATTLE_CLOSE") app:RegisterEvent("VIGNETTE_MINIMAP_UPDATED") app:RegisterEvent("VIGNETTES_UPDATED") StartCoroutine("InitDataCoroutine", app.InitDataCoroutine); end -- Function which is triggered after Startup app.InitDataCoroutine = function() -- First, load the addon data app:GetDataCache(); -- Then wait for the player to actually be 'in the game' to do further logic while not app.InWorld do coroutine.yield(); end local accountWideData = LocalizeGlobal("ATTAccountWideData"); local characterData = LocalizeGlobal("ATTCharacterData"); local currentCharacter = characterData[app.GUID]; -- Clean up other matching Characters with identical Name-Realm but differing GUID Callback(function() local myGUID = app.GUID; local myName, myRealm = currentCharacter.name, currentCharacter.realm; local myRegex = "%|cff[A-z0-9][A-z0-9][A-z0-9][A-z0-9][A-z0-9][A-z0-9]"..myName.."%-"..myRealm.."%|r"; local otherName, otherRealm, otherText; local toClean; for guid,character in pairs(characterData) do -- simple check on name/realm first otherName = character.name; otherRealm = character.realm; otherText = character.text; if guid ~= myGUID then if otherName == myName and otherRealm == myRealm then if toClean then tinsert(toClean, guid) else toClean = { guid }; end elseif otherText and otherText:match(myRegex) then if toClean then tinsert(toClean, guid) else toClean = { guid }; end end end end if toClean then local copyTables = { "Buildings","Factions","FlightPaths","Quests" }; local cleanCharacterFunc = function(guid) -- copy the set of QuestIDs from the duplicate character (to persist repeatable Quests collection) local character = characterData[guid]; for _,tableName in ipairs(copyTables) do local copyTable = character[tableName]; if copyTable then -- app.PrintDebug("Copying Dupe",tableName) local currentTable = currentCharacter[tableName]; for ID,complete in pairs(copyTable) do -- app.PrintDebug("Check",ID,complete,"?",currentTable[ID]) if complete and not currentTable[ID] then -- app.PrintDebug("Copied Completed",ID) currentTable[ID] = complete; end end end end -- Remove the actual dupe data afterwards -- move to a backup table temporarily in case anyone reports weird issues, we could potentially resolve them? local backups = accountWideData["_CharacterBackups"]; if not backups then backups = {}; accountWideData["_CharacterBackups"] = backups; end backups[guid] = character; characterData[guid] = nil; -- app.print("Removed & Backed up Duplicate Data of Current Character:",character.text,guid) end app.FunctionRunner.SetPerFrame(1); for _,guid in ipairs(toClean) do app.FunctionRunner.Run(cleanCharacterFunc, guid); end end end); -- Harvest the Spell IDs for Conversion. app:UnregisterEvent("PET_JOURNAL_LIST_UPDATE"); -- Verify that reagent cache is of the correct format by checking a special key local reagentCache, reagentCacheVer = app.GetDataMember("Reagents", {}), 2; if not reagentCache[-1] or reagentCache[-1] < reagentCacheVer then C_Timer.After(30, function() app.print(L["REAGENT_CACHE_OUT_OF_DATE"]); end); wipe(reagentCache); reagentCache[-1] = reagentCacheVer; end -- Mark all previously completed quests. app.QueryCompletedQuests(); -- Update character known professions app.RefreshTradeSkillCache(); -- Current character collections shouldn't use '2' ever... so clear any 'inaccurate' data local currentQuestsCache = currentCharacter.Quests; for questID,completion in pairs(currentQuestsCache) do if completion == 2 then currentQuestsCache[questID] = nil; end end -- Cache some collection states for account wide quests that aren't actually granted account wide and can be flagged using an achievementID. (Allied Races) local collected; local acctQuests, oneTimeQuests = accountWideData.Quests, accountWideData.OneTimeQuests; -- achievement collection state isn't readily available when ADDON_LOADED fires, so we do it here to ensure we get a valid state for matching for _,achievementQuests in ipairs({ { 12453, { 49973, 49613, 49354, 49614 } }, -- Allied Races: Nightborne { 12517, { 53466, 53467, 53354, 53353, 53355, 52942, 52943, 52945, 52955, 51479 } }, -- Allied Races: Mag'har { 13156, { 53831, 53823, 53824, 54419, 53826, 54301, 54925, 54300, 53825, 53827, 53828, 54031, 54033, 54032, 54034, 53830, 53719 } }, -- Allied Races: Zandalari Troll { 12452, { 48066, 48067, 49756, 48079, 41884, 41764, 48185, 41799, 48190, 41800, 48434, 41815, 41840, 41882, 41841, 48403, 48433 } }, -- Allied Races: Highmountain Tauren { 12450, { 49787, 48962 } }, -- Allied Races: Void Elf { 12516, { 51813, 53351, 53342, 53352, 51474, 53566 } }, -- Allied Races: Dark Iron Dwarf { 12451, { 49698, 49266, 50071 } }, -- Allied Races: Lightforged Draenei { 13157, { 54706, 55039, 55043, 54708, 54721, 54723, 54725, 54726, 54727, 54728, 54730, 54731, 54729, 54732, 55136, 54733, 54734, 54735, 54851, 53720 } }, -- Allied Races: Kul Tiran { 14012, { 58214, 57486, 57487, 57488, 57490, 57491, 57492, 57493, 57494, 57496, 57495, 57497 } }, -- Allied Races: Mechagnome { 13207, { 53870, 53889, 53890, 53891, 53892, 53893, 53894, 53895, 53897, 53898, 54026, 53899, 58087, 53901, 53900, 53902, 54027, 53903, 53904, 53905, 54036, 53906, 53907, 53908, 57448 } }, -- Allied Races: Vulpera -- Garrison Shipyard Equipment Blueprints { 10372, { 38932 } }, -- Equipment Blueprint: Bilge Pump { 10373, { 39366 } }, -- Equipment Blueprint: Felsmoke Launchers { 10374, { 39356 } }, -- Equipment Blueprint: High Intensity Fog Lights { 10375, { 39365 } }, -- Equipment Blueprint: Ghostly Spyglass { 10376, { 39364 } }, -- Equipment Blueprint: Gyroscopic Internal Stabilizer { 10377, { 39363 } }, -- Equipment Blueprint: Ice Cutter { 10378, { 39355 } }, -- Equipment Blueprint: Trained Shark Tank { 10379, { 39360 } }, -- Equipment Blueprint: True Iron Rudder -- stupid pet tamer breadcrumbs that are once per account (there may be more breadcrumbs for the questline that need to be added here) -- these aren't really 'once per account' in that only a single character gets credit. -- all 5 quests of the faction are marked completed account-wide, and the other 5 can never be completed on that account -- { 6603, { 32008 } }, -- Taming Eastern Kingdoms / Audrey Burnhep (A) -- { 6602, { 32009 } }, -- Taming Kalimdor / Varzok (H) }) do -- If you completed the achievement, then mark the associated quests. collected = select(4, GetAchievementInfo(achievementQuests[1])); for _,questID in ipairs(achievementQuests[2]) do if collected then -- Mark the quest as completed for the Account acctQuests[questID] = 1; if not oneTimeQuests[questID] and CompletedQuests[questID] then -- this once-per-account quest only counts for a specific character oneTimeQuests[questID] = app.GUID; end end -- otherwise indicate the one-time-nature of the quest if oneTimeQuests[questID] == nil then oneTimeQuests[questID] = false; end end end -- Cache some collection states for account wide quests that aren't actually granted account wide and can be flagged using a known sourceID. (Secrets) for _,appearanceQuests in ipairs({ -- Waist of Time isn't technically once-per-account, so don't fake the cached data -- { 98614, { 52829, 52830, 52831, 52898, 52899, 52900, 52901, 52902, 52903, 52904, 52905, 52906, 52907, 52908, 52909, 52910, 52911, 52912, 52913, 52914, 52915, 52916, 52917, 52918, 52919, 52920, 52921, 52922, 52822, 52823, 52824, 52826} }, -- Waist of Time }) do -- If you have the appearance, then mark the associated quests. local sourceInfo = C_TransmogCollection_GetSourceInfo(appearanceQuests[1]); collected = sourceInfo.isCollected; for _,questID in ipairs(appearanceQuests[2]) do if collected then -- Mark the quest as completed for the Account acctQuests[questID] = 1; if not oneTimeQuests[questID] and CompletedQuests[questID] then -- this once-per-account quest only counts for a specific character oneTimeQuests[questID] = app.GUID; end end -- otherwise indicate the one-time-nature of the quest if oneTimeQuests[questID] == nil then oneTimeQuests[questID] = false; end end end -- Cache some collection states for misc. once-per-account quests for _,questID in ipairs({ -- BFA Mission/Outpost Quests which trigger locking Account-Wide HQTs 52478, -- Hillcrest Pasture (Mission Completion) 52479, -- Hillcrest Pasture (BFA Horde Outpost Unlock) 52313, -- Mudfisher Cove (Mission Completion) 52314, -- Mudfisher Cove (BFA Horde Outpost Unlock) 52221, -- Stonefist Watch (Mission Completion) 52222, -- Stonefist Watch (BFA Horde Outpost Unlock) 52776, -- Stonetusk Watch (Mission Completion) 52777, -- Stonetusk Watch (BFA Horde Outpost Unlock) 52275, -- Swiftwind Post (Mission Completion) 52276, -- Swiftwind Post (BFA Horde Outpost Unlock) 52319, -- Windfall Cavern (Mission Completion) 52320, -- Windfall Cavern (BFA Horde Outpost Unlock) 52005, -- The Wolf's Den (Mission Completion) 52127, -- The Wolf's Den (BFA Horde Outpost Unlock) 53151, -- Wolves For The Den (Mission Completion) 53152, -- Wolves For The Den (BFA Horde Outpost Upgrade) 53006, -- Grimwatt's Crash (Mission Completion) 53007, -- Grimwatt's Crash (BFA Alliance Outpost Unlock) 52801, -- Veiled Grotto (Mission Completion) 52802, -- Veiled Grotto (BFA Alliance Outpost Unlock) 52962, -- Mistvine Ledge (Mission Completion) 52963, -- Mistvine Ledge (BFA Alliance Outpost Unlock) 52851, -- Mugamba Overlook (Mission Completion) 52852, -- Mugamba Overlook (BFA Alliance Outpost Unlock) 52886, -- Verdant Hollow (Mission Completion) 52888, -- Verdant Hollow (BFA Alliance Outpost Unlock) 53043, -- Vulture's Nest (Mission Completion) 53044, -- Vulture's Nest (BFA Alliance Outpost Unlock) -- These are BOTH once-per-account (single character) completion & shared account-wide lockout groups (likely due to locking Account-Wide HQTs) 53063, -- A Mission of Unity (BFA Alliance WQ Unlock) 53064, -- A Mission of Unity (BFA Horde WQ Unlock) 53061, -- The Azerite Advantage (BFA Alliance Island Unlock / AWHQT 51994) 53062, -- The Azerite Advantage (BFA Horde Island Unlock / AWHQT 51994) 53055, -- Pushing Our Influence (BFA Horde PreQ for 1st Foothold) 53056, -- Pushing Our Influence (BFA Alliance PreQ for 1st Foothold) 53207, -- The Warfront Looms (BFA Horde Warfront Breadcrumb) 53175, -- The Warfront Looms (BFA Alliance Warfront Breadcrumb) -- Shard Labor 61229, -- forging the Crystal Mallet of the Heralds 61191, -- ringing the Vesper of the Silver Wind 61183, -- looting the Gift of the Silver Wind -- Ve'nari Items (The Quest Bonus is Accwide but quests itself are not accwide) 63193, -- Bangle of Seniority 63523, -- Broker Traversam Enhancer 63183, -- Extradimensional Pockets 63201, -- Loupe of Unusual Charm 61144, -- Possibility Matrix 63200, -- Rang Insignia: Acquisitionist 63204, -- Ritual Prism of Fortune 63202, -- Vessel of Unfortunate Spirits -- Druid forms 65047, -- Mark of the Nightwing Raven -- etc. }) do -- If this Character has the Quest completed and it is not marked as completed for Account or not for specific Character if not oneTimeQuests[questID] and CompletedQuests[questID] then -- Mark the quest as completed for the Account acctQuests[questID] = 1; -- Mark the character which completed the Quest oneTimeQuests[questID] = app.GUID; end -- otherwise indicate the one-time-nature of the quest if oneTimeQuests[questID] == nil then oneTimeQuests[questID] = false; end end -- if we ever erroneously add an account-wide quest and find out it isn't (or Blizzard actually fixes it to give account-wide credit) -- put it here so it reverts back to being handled as a normal quest for _,questID in ipairs({ 32008, -- Audrey Burnhep (A) 32009, -- Varzok (H) 62038, -- Handful of Oats 62042, -- Grooming Brush 62047, -- Sturdy Horseshoe 62049, -- Bucket of Clean Water 62048, -- Comfortable Saddle Blanket 62050, -- Dredhollow Apple }) do oneTimeQuests[questID] = nil; end local anyComplete; -- Check for fixing Blizzard's incompetence in consistency for shared account-wide quest eligibility which is only granted to some of the shared account-wide quests for _,questGroup in ipairs({ { 32008, 32009, 31878, 31879, 31880, 31881, 31882, 31883, 31884, 31885, }, -- Pet Battle Intro quests { 53063, -- A Mission of Unity (BFA Alliance WQ Unlock) 53064, -- A Mission of Unity (BFA Horde WQ Unlock) }, { 53061, -- The Azerite Advantage (BFA Alliance Island Unlock / AWHQT 51994) 53062, -- The Azerite Advantage (BFA Horde Island Unlock / AWHQT 51994) }, { 53055, -- Pushing Our Influence (BFA Horde PreQ for 1st Foothold) 53056, -- Pushing Our Influence (BFA Alliance PreQ for 1st Foothold) }, { 53207, -- The Warfront Looms (BFA Horde Warfront Breadcrumb) 53175, -- The Warfront Looms (BFA Alliance Warfront Breadcrumb) }, { 31977 , -- The Returning Champion (Horde Winterspring Pass Pet Battle Quest) 31975 , -- The Returning Champion (Alliance Winterspring Pass Pet Battle Quest) }, { 31980 , -- The Returning Champion (Horde Deadwind Pass Pet Battle Quest) 31976 , -- The Returning Champion (Alliance Deadwind Pass Pet Battle Quest) }, }) do for _,questID in ipairs(questGroup) do -- If this Character has the Quest completed if CompletedQuests[questID] then -- Mark the quest as completed for the Account acctQuests[questID] = 1; anyComplete = true; end end -- if any of the quest group is considered complete, then the rest need to be considered 'complete' as well since they can never be actually completed on the account if anyComplete then for _,questID in ipairs(questGroup) do -- Mark the quest completion since it's not 'really' completed if not acctQuests[questID] then acctQuests[questID] = 2; end end end anyComplete = nil; end wipe(DirtyQuests); app:RegisterEvent("QUEST_LOG_UPDATE"); app:RegisterEvent("QUEST_TURNED_IN"); app:RegisterEvent("QUEST_ACCEPTED"); app:RegisterEvent("QUEST_REMOVED"); app:RegisterEvent("HEIRLOOMS_UPDATED"); app:RegisterEvent("ARTIFACT_UPDATE"); app:RegisterEvent("CRITERIA_UPDATE"); app:RegisterEvent("TOYS_UPDATED"); app:RegisterEvent("LOOT_OPENED"); app:RegisterEvent("QUEST_DATA_LOAD_RESULT"); app:RegisterEvent("LEARNED_SPELL_IN_TAB"); local needRefresh; -- NOTE: The auto refresh only happens once per version if not accountWideData.LastAutoRefresh or (accountWideData.LastAutoRefresh ~= app.Version) then accountWideData.LastAutoRefresh = app.Version; needRefresh = true; end -- check if we are in a Party Sync session when loading in app.IsInPartySync = C_QuestSession.Exists(); -- finally can say the app is ready -- even though RefreshData starts a coroutine, this failed to get set one time when called after the coroutine started... app.IsReady = true; -- print("ATT is Ready!"); app.RefreshSaves(); -- Let a frame go before hitting the initial refresh to make sure as much time as possible is allowed for the operation -- print("Yield prior to Refresh") coroutine.yield(); if needRefresh then -- print("Force Refresh") -- collection refresh includes data refresh app.RefreshCollections(); else -- print("Refresh") app:RefreshData(false); end -- Setup the use of profiles after a short delay to ensure that the layout window positions are collected if not AllTheThingsProfiles then DelayedCallback(app.SetupProfiles, 5); end -- do a settings apply to ensure ATT windows which have now been created, are moved according to the current Profile app.Settings:ApplyProfile(); -- now that the addon is ready, make sure the minilist is updated to the current location if necessary DelayedCallback(app.LocationTrigger, 3); end end -- Setup and Startup Functionality -- Slash Command List SLASH_AllTheThings1 = "/allthethings"; SLASH_AllTheThings2 = "/things"; SLASH_AllTheThings3 = "/att"; SlashCmdList["AllTheThings"] = function(cmd) if cmd then -- print(cmd) local args = { strsplit(" ", string_lower(cmd)) }; cmd = args[1]; -- app.print(args) -- first arg is always the window/command to execute for k=2,#args do local customArg, customValue = args[k]; customArg, customValue = strsplit("=",customArg); -- app.PrintDebug("Split custom arg:",customArg,customValue) app.SetCustomWindowParam(cmd, customArg, customValue or true); end if not cmd or cmd == "" or cmd == "main" or cmd == "mainlist" then app.ToggleMainList(); return true; elseif cmd == "bounty" then app:GetWindow("Bounty"):Toggle(); return true; elseif cmd == "debugger" then app.LoadDebugger(); return true; elseif cmd == "filters" then app:GetWindow("ItemFilter"):Toggle(); return true; elseif cmd == "finder" then app:GetWindow("ItemFinder"):Toggle(); return true; elseif cmd == "ra" then app:GetWindow("RaidAssistant"):Toggle(); return true; elseif cmd == "ran" or cmd == "rand" or cmd == "random" then app:GetWindow("Random"):Toggle(); return true; elseif cmd == "quests" then app:GetWindow("quests"):Toggle(); return true; elseif cmd == "wq" then app:GetWindow("WorldQuests"):Toggle(); return true; elseif cmd == "unsorted" then app:GetWindow("Unsorted"):Toggle(); return true; elseif cmd == "harvest12345" then StartCoroutine("Harvesting", function() print("Harvesting..."); local totalItems = 200000; local itemsPerYield = 25; local counts = {}; local items = GetDataMember("ItemDB", {}); for itemID=1,totalItems do tinsert(counts, {itemID=itemID,retries=0}); end local slots = { ["INVTYPE_AMMO"] = INVSLOT_AMMO; ["INVTYPE_HEAD"] = INVSLOT_HEAD; ["INVTYPE_NECK"] = INVSLOT_NECK; ["INVTYPE_SHOULDER"] = INVSLOT_SHOULDER; ["INVTYPE_BODY"] = INVSLOT_BODY; ["INVTYPE_CHEST"] = INVSLOT_CHEST; ["INVTYPE_ROBE"] = INVSLOT_CHEST; ["INVTYPE_WAIST"] = INVSLOT_WAIST; ["INVTYPE_LEGS"] = INVSLOT_LEGS; ["INVTYPE_FEET"] = INVSLOT_FEET; ["INVTYPE_WRIST"] = INVSLOT_WRIST; ["INVTYPE_HAND"] = INVSLOT_HAND; ["INVTYPE_FINGER"] = INVSLOT_FINGER1; ["INVTYPE_TRINKET"] = INVSLOT_TRINKET1; ["INVTYPE_CLOAK"] = INVSLOT_BACK; ["INVTYPE_WEAPON"] = INVSLOT_MAINHAND; ["INVTYPE_SHIELD"] = INVSLOT_OFFHAND; ["INVTYPE_2HWEAPON"] = INVSLOT_MAINHAND; ["INVTYPE_WEAPONMAINHAND"] = INVSLOT_MAINHAND; ["INVTYPE_WEAPONOFFHAND"] = INVSLOT_OFFHAND; ["INVTYPE_HOLDABLE"] = INVSLOT_OFFHAND; ["INVTYPE_RANGED"] = INVSLOT_RANGED; ["INVTYPE_THROWN"] = INVSLOT_RANGED; ["INVTYPE_RANGEDRIGHT"] = INVSLOT_RANGED; ["INVTYPE_RELIC"] = INVSLOT_RANGED; ["INVTYPE_TABARD"] = INVSLOT_TABARD; ["INVTYPE_BAG"] = CONTAINER_BAG_OFFSET; ["INVTYPE_QUIVER"] = CONTAINER_BAG_OFFSET; }; while #counts > 0 do for i=math.min(#counts,itemsPerYield),1,-1 do local o = counts[i]; local itemID = o.itemID; local _, itemType, itemSubType, itemEquipLoc, icon, itemClassID, itemSubClassID = GetItemInfoInstant(itemID); if itemType then local info = {}; info.itemID = itemID; if itemClassID then info.class = itemClassID; end if itemSubClassID then info.subclass = itemSubClassID; end if itemEquipLoc then info.inventoryType = slots[itemEquipLoc]; end -- Extra information local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemIcon, itemSellPrice, itemClassID, itemSubClassID, bindType, expacID, itemSetID, isCraftingReagent = GetItemInfo(itemID); local spellName, spellID = GetItemSpell(itemID); if itemName then info.name = itemName; if expacID then info.expacID = expacID; end if itemMinLevel then info.lvl = itemMinLevel; end if itemRarity then info.q = itemRarity; end if itemLevel then info.ilvl = itemLevel; end if bindType then info.b = bindType; end if spellID then info.spellID = spellID; end items[itemID] = info; print("Added item ", itemID, itemName); o.retries = o.retries + 100; else o.retries = o.retries + 1; end else o.retries = o.retries + 1; end if o.retries > 5 then table.remove(counts, i); end end print((totalItems - #counts) .. " / " .. totalItems); coroutine.yield(); end print("Harvest Done."); end); return true; elseif strsub(cmd, 1, 4) == "mini" then app:ToggleMiniListForCurrentZone(); return true; else if strsub(cmd, 1, 6) == "mapid:" then app:GetWindow("CurrentInstance"):SetMapID(tonumber(strsub(cmd, 7))); return true; end end -- Search for the Link in the database app.SetSkipPurchases(2); local group = GetCachedSearchResults(cmd, SearchForLink, cmd); app.SetSkipPurchases(0); -- make sure it's 'something' returned from the search before throwing it into a window if group and (group.link or group.name or group.text or group.key) then app:CreateMiniListForGroup(group); return true; end app.print("Unknown Command: ", cmd); else -- Default command app.ToggleMainList(); end end SLASH_AllTheThingsBOUNTY1 = "/attbounty"; SlashCmdList["AllTheThingsBOUNTY"] = function(cmd) app:GetWindow("Bounty"):Toggle(); end SLASH_AllTheThingsHARVESTER1 = "/attharvest"; SLASH_AllTheThingsHARVESTER2 = "/attharvester"; SlashCmdList["AllTheThingsHARVESTER"] = function(cmd) if cmd then local min,max,reset = strsplit(",",cmd); app.customHarvestMin = tonumber(min) or 1; app.customHarvestMax = tonumber(max) or 210000; app.print("Set Harvest ItemID Bounds:",app.customHarvestMin,app.customHarvestMax); AllTheThingsHarvestItems = reset and {} or AllTheThingsHarvestItems or {}; AllTheThingsArtifactsItems = reset and {} or AllTheThingsArtifactsItems or {}; if reset then app.print("Harvest Data Reset!"); end end app:GetWindow("Harvester"):Toggle(); end SLASH_AllTheThingsMAPS1 = "/attmaps"; SlashCmdList["AllTheThingsMAPS"] = function(cmd) app:GetWindow("CosmicInfuser"):Toggle(); end SLASH_AllTheThingsMINI1 = "/attmini"; SLASH_AllTheThingsMINI2 = "/attminilist"; SlashCmdList["AllTheThingsMINI"] = function(cmd) app:ToggleMiniListForCurrentZone(); end SLASH_AllTheThingsRA1 = "/attra"; SLASH_AllTheThingsRA2 = "/attraid"; SlashCmdList["AllTheThingsRA"] = function(cmd) app:GetWindow("RaidAssistant"):Toggle(); end SLASH_AllTheThingsRAN1 = "/attran"; SLASH_AllTheThingsRAN2 = "/attrandom"; SlashCmdList["AllTheThingsRAN"] = function(cmd) app:GetWindow("Random"):Toggle(); end SLASH_AllTheThingsU1 = "/attu"; SLASH_AllTheThingsU2 = "/attyou"; SLASH_AllTheThingsU3 = "/attwho"; SlashCmdList["AllTheThingsU"] = function(cmd) local name,server = UnitName("target"); if name then SendResponseMessage("?", server and (name .. "-" .. server) or name); end end SLASH_AllTheThingsWQ1 = "/attwq"; SlashCmdList["AllTheThingsWQ"] = function(cmd) app:GetWindow("WorldQuests"):Toggle(); end -- Clickable ATT Chat Link Handling (function() hooksecurefunc("SetItemRef", function(link, text) -- print("Chat Link Click",link,string.gsub(text, "\|","&")); -- if IsShiftKeyDown() then -- ChatEdit_InsertLink(text); -- else local type, info, data1, data2, data3 = strsplit(":", link); -- print(type, info, data1, data2, data3) if type == "garrmission" and info == "ATT" then -- local op = string.sub(link, 17) -- print("ATT Link",op) -- local type, paramA, paramB = strsplit(":", data); -- print(type,paramA,paramB) if data1 == "search" then local cmd = data2 .. ":" .. data3; app.SetSkipPurchases(2); local group = GetCachedSearchResults(cmd, SearchForLink, cmd); app.SetSkipPurchases(0); app:CreateMiniListForGroup(group); return true; elseif data1 == "dialog" then return app:TriggerReportDialog(data2); -- elseif type == "nav" then -- print(type,paramA,paramB) end elseif type == "quest" then -- Attach Quest info to Quest links in chat if ItemRefTooltip then -- print("show quest info",info) AttachTooltipSearchResults(ItemRefTooltip, 1, "quest:"..info, SearchForField, "questID", info); ItemRefTooltip:Show(); end end end); -- Turns a bit of text into a colored link which ATT will attempt to understand function app:Linkify(text, color, operation) text = "|Hgarrmission:ATT:"..operation.."|h|c"..color.."["..text.."]|r|h"; -- print("Linkify",text) return text; end -- Turns a bit of text into a chat-sendable link which other ATT users will attempt to understand -- function app:ChatLink(text, operation) -- text = "|Hgarrmission:ATT:"..operation.."|h["..text.."]|h"; -- print("ChatLink",text) -- return text; -- end -- local function GetNavPath(group) -- local current, nav, hash = group; -- repeat -- hash = current.hash; -- if hash then -- if nav then -- nav = hash .. ">" .. nav; -- else -- nav = hash; -- end -- end -- current = current.parent; -- until not current; -- return nav; -- end -- function app:GroupNavLink(group) -- local nav = GetNavPath(group); -- if nav then -- print("nav:",nav) -- return app:Linkify(group.text, app.Colors.ChatLink, "nav:"..nav); -- -- return app:ChatLink(group.text, "nav:"..nav); -- end -- end -- Stores some information for use by a report popup by id function app:SetupReportDialog(id, reportMessage, text) if not app.popups then app.popups = {}; end if not app.popups[id] then local popupID; if type(text) == "table" then popupID = { ["msg"] = reportMessage, ["text"] = app.TableConcat(text, nil, "", "\n") }; else popupID = { ["msg"] = reportMessage, ["text"] = text }; end -- print("Setup PopupID",id) -- app.PrintTable(popupID); app.popups[id] = popupID; return true; end end -- function app:TestReportDialog() -- local coord; -- local mapID = app.GetCurrentMapID(); -- local position = C_Map.GetPlayerMapPosition(mapID, "player") -- if position then -- local x,y = position:GetXY(); -- x = math.floor(x * 1000) / 10; -- y = math.floor(y * 1000) / 10; -- coord = x..","..y; -- end -- app:SetupReportDialog("test", "TEST Report Dialog", -- { -- "```", -- discord fancy box -- "race:"..app.RaceID, -- "class:"..app.ClassIndex, -- "lvl:"..app.Level, -- "mapID:"..app.GetCurrentMapID(), -- "coord:"..coord, -- "```", -- discord fancy box -- } -- -- TODO: put more info in here as it will be copy-paste into Discord -- ); -- end -- Retrieves stored information for a report dialog and attempts to display the dialog if possible function app:TriggerReportDialog(id) if app.popups then local popupID = app.popups[id]; if popupID then app:ShowPopupDialogToReport(popupID.msg, popupID.text); return true; end end end end)(); -- Register Event for startup app:RegisterEvent("ADDON_LOADED"); -- Define Event Behaviours app.events.ARTIFACT_UPDATE = function(...) local itemID = C_ArtifactUI.GetArtifactInfo(); if itemID then local count = C_ArtifactUI.GetNumRelicSlots(); if count and count > 0 then local myArtifactData = app.CurrentCharacter.ArtifactRelicItemLevels[itemID]; if not myArtifactData then myArtifactData = {}; app.CurrentCharacter.ArtifactRelicItemLevels[itemID] = myArtifactData; end for relicSlotIndex=1,count,1 do local name, relicItemID, relicType, relicLink = C_ArtifactUI.GetRelicInfo(relicSlotIndex); myArtifactData[relicSlotIndex] = { ["relicType"] = relicType, ["iLvl"] = relicLink and select(1, GetDetailedItemLevelInfo(relicLink)) or 0, }; end end end end app.events.PLAYER_ENTERING_WORLD = function(...) app.InWorld = true; -- refresh any custom collects for this character app.RefreshCustomCollectibility(); -- send a location trigger now that the character is 'in the world' -- DelayedCallback(app.LocationTrigger, 3); -- maybe not necessary? end app.AddonLoadedTriggers = { ["AllTheThings"] = function() app.Startup(); end, ["Blizzard_AuctionHouseUI"] = function() app.Blizzard_AuctionHouseUILoaded = true; if app.Settings:GetTooltipSetting("Auto:AH") then app:OpenAuctionModule(); end end, ["Blizzard_AchievementUI"] = function() if app.IsReady then RefreshAchievementCollection(); end end, }; app.events.ADDON_LOADED = function(addonName) local addonTrigger = app.AddonLoadedTriggers[addonName]; if addonTrigger then addonTrigger(); end end app.events.CHAT_MSG_ADDON = function(prefix, text, channel, sender, target, zoneChannelID, localID, name, instanceID) if prefix == "ATT" then --print(prefix, text, channel, sender, target, zoneChannelID, localID, name, instanceID) local args = { strsplit("\t", text) }; local cmd = args[1]; if cmd then local a = args[2]; if cmd == "?" then -- Query Request local response; if a then if a == "a" then response = "a"; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (select(app.AchievementFilter, GetAchievementInfo(b)) and 1 or 0); end --[[ -- Exploration is not yet a thing in Retail... soon! elseif a == "e" then response = a; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (app.CurrentCharacter.Exploration[b] and 1 or 0); end ]]-- elseif a == "f" then response = a; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (app.CurrentCharacter.Factions[b] and 1 or 0); end elseif a == "fp" then response = a; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (app.CurrentCharacter.FlightPaths[b] and 1 or 0); end elseif a == "p" then response = a; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. C_PetJournal_GetNumCollectedInfo(b); end elseif a == "q" then response = "q"; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (IsQuestFlaggedCompleted(b) and 1 or 0); end elseif a == "s" then response = "s"; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (ATTAccountWideData.Sources[b] or 0); end elseif a == "sp" then response = a; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (app.CurrentCharacter.Spells[b] and 1 or 0); end elseif a == "t" then response = a; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (app.CurrentCharacter.Titles[b] and 1 or 0); end elseif a == "toy" then response = a; for i=3,#args,1 do local b = tonumber(args[i]); response = response .. "\t" .. b .. "\t" .. (ATTAccountWideData.Toys[b] and 1 or 0); end elseif a == "sync" then app:ReceiveSyncRequest(target, a); elseif a == "syncsum" then table.remove(args, 1); table.remove(args, 1); app:ReceiveSyncSummary(target, args); end else local data = app:GetWindow("Prime").data; response = "ATT\t" .. (data.progress or 0) .. "\t" .. (data.total or 0) .. "\t" .. app.Settings:GetShortModeString(); end if response then SendResponseMessage("!\t" .. response, sender); end elseif cmd == "!" then -- Query Response if a == "ATT" then print(sender .. ": " .. GetProgressColorText(tonumber(args[3]), tonumber(args[4])) .. " " .. args[5]); else local response; if a == "s" then response = " "; for i=3,#args,2 do local b = tonumber(args[i]); local c = tonumber(args[i + 1]); response = response .. b .. ": " .. GetCollectionIcon(c) .. " - "; end elseif a == "q" then response = " "; for i=3,#args,2 do local b = tonumber(args[i]); local c = tonumber(args[i + 1]); response = response .. b .. ": " .. GetCompletionIcon(c == 1) .. " - "; end elseif a == "a" then response = " "; for i=3,#args,2 do local b = tonumber(args[i]); local c = tonumber(args[i + 1]); response = response .. b .. ": " .. GetCompletionIcon(c == 1) .. " - "; end elseif a == "syncsum" then table.remove(args, 1); table.remove(args, 1); app:ReceiveSyncSummaryResponse(target, args); end if response then print(response .. sender); end end elseif cmd == "to" then -- To Command local myName = UnitName("player"); local name,server = strsplit("-", a); if myName == name and (not server or GetRealmName() == server) then app.events.CHAT_MSG_ADDON(prefix, strsub(text, 5 + strlen(a)), "WHISPER", sender); end elseif cmd == "chks" then -- Total Chunks Command [sender, uid, total] app:AcknowledgeIncomingChunks(target, tonumber(a), tonumber(args[3])); elseif cmd == "chk" then -- Incoming Chunk Command [sender, uid, index, chunk] app:AcknowledgeIncomingChunk(target, tonumber(a), tonumber(args[3]), args[4]); elseif cmd == "chksack" then -- Chunks Acknowledge Command [sender, uid] app:SendChunk(target, tonumber(a), 1, 1); elseif cmd == "chkack" then -- Chunk Acknowledge Command [sender, uid, index, success] app:SendChunk(target, tonumber(a), tonumber(args[3]) + 1, tonumber(args[4])); end end end end app.events.PLAYER_LEVEL_UP = function(newLevel) -- print("PLAYER_LEVEL_UP") app.RefreshQuestInfo(); app.Level = newLevel; app.Settings:Refresh(); end app.events.BOSS_KILL = function(id, name, ...) -- print("BOSS_KILL") app.RefreshQuestInfo(); -- This is so that when you kill a boss, you can trigger -- an automatic update of your saved instance cache. -- (It does lag a little, but you can disable this if you want.) -- Waiting until the LOOT_CLOSED occurs will prevent the failed Auto Loot bug. -- print("BOSS_KILL", id, name, ...); app:UnregisterEvent("LOOT_CLOSED"); app:RegisterEvent("LOOT_CLOSED"); end app.events.LEARNED_SPELL_IN_TAB = function(spellID, skillInfoIndex, isGuildPerkSpell) -- seems to be a reliable way to notice a player has changed professions? not sure how else often it actually triggers... hopefully not too excessive... if skillInfoIndex == 7 then DelayedCallback(app.RefreshTradeSkillCache, 2); end end app.events.LOOT_CLOSED = function() -- Once the loot window closes after killing a boss, THEN trigger the update. app:UnregisterEvent("LOOT_CLOSED"); app:UnregisterEvent("UPDATE_INSTANCE_INFO"); app:RegisterEvent("UPDATE_INSTANCE_INFO"); RequestRaidInfo(); end app.events.LOOT_OPENED = function() -- print("LOOT_OPENED") -- When the player loots something, trigger a refresh of quest info (for treasures/rares/etc.) -- Since quest refresh is 1/sec max and not during combat, it should be fine app.RefreshQuestInfo(); end app.events.UPDATE_INSTANCE_INFO = function() -- We got new information, now refresh the saves. :D app:UnregisterEvent("UPDATE_INSTANCE_INFO"); app.RefreshSaves(); end app.events.HEIRLOOMS_UPDATED = function(itemID, kind, ...) -- print("HEIRLOOMS_UPDATED",itemID,kind) if itemID then app.RefreshQuestInfo(); UpdateSearchResults(SearchForField("itemID", itemID)); app:PlayFanfare(); app:TakeScreenShot("Heirlooms"); wipe(searchCache); if app.Settings:GetTooltipSetting("Report:Collected") then local _, link = GetItemInfo(itemID); if link then print(format(L["ITEM_ID_ADDED_RANK"], link, itemID, (select(5, C_Heirloom.GetHeirloomInfo(itemID)) or 1))); end end end end -- Seems to be some sort of hidden tracking for HQTs and other sorts of things... app.events.CRITERIA_UPDATE = function(...) -- print("CRITERIA_UPDATE",...) -- sometimes triggers many times at once but RefreshQuestInfo unhooks CRITERIA_UPDATE until quest refresh completes app.RefreshQuestInfo(); end app.events.QUEST_TURNED_IN = function(questID) -- print("QUEST_TURNED_IN") app.LastQuestTurnedIn = questID; app.RefreshQuestInfo(questID); end app.events.QUEST_LOG_UPDATE = function() -- print("QUEST_LOG_UPDATE") app.RefreshQuestInfo(); end -- app.events.QUEST_FINISHED = function() -- -- print("QUEST_FINISHED") -- app.RefreshQuestInfo(); -- end app.events.QUEST_REMOVED = function(questID) -- app.PrintDebug("QUEST_REMOVED",questID) -- Make sure windows refresh incase any show the removed quest app:RefreshWindows(); end app.events.QUEST_ACCEPTED = function(questID) -- print("QUEST_ACCEPTED",questID) if questID then local logIndex = C_QuestLog.GetLogIndexForQuestID(questID); local freq, title; if logIndex then local info = C_QuestLog.GetInfo(logIndex); if info then title = info.title; if info.frequency == 1 then freq = " (D)"; elseif info.frequency == 2 then freq = " (W)"; end end end PrintQuestInfo(questID, true, freq); -- Check if this quest is a nextQuest of a non-collected breadcrumb (users may care to get the breadcrumb before it becomes locked, simply due to tracking quests as well) if app.CollectibleQuests or app.CollectibleQuestsLocked then -- Run this warning check after a small delay in case addons pick up quests before the turned in quest is registered as complete DelayedCallback(app.CheckForBreadcrumbPrevention, 1, title, questID); end -- Make sure windows refresh incase any show the picked up quest app:RefreshWindows(); end end app.events.PET_BATTLE_OPENING_START = function(...) -- check for open ATT windows for _,window in pairs(app.Windows) do if window:IsVisible() then if not app.PetBattleClosed then app.PetBattleClosed = {}; end tinsert(app.PetBattleClosed, window); window:Toggle(); end end end -- this fires twice when pet battle ends app.events.PET_BATTLE_CLOSE = function(...) if app.PetBattleClosed then for _,window in ipairs(app.PetBattleClosed) do -- special open for Current Instance list if window.Suffix == "CurrentInstance" then DelayedCallback(app.ToggleMiniListForCurrentZone, 1); else window:Toggle(); end end app.PetBattleClosed = nil; end end app.events.PLAYER_DIFFICULTY_CHANGED = function() wipe(searchCache); end app.events.PLAYER_REGEN_ENABLED = function() app:UnregisterEvent("PLAYER_REGEN_ENABLED"); -- print("PLAYER_REGEN_ENABLED:Begin") if app.__combatcallbacks and #app.__combatcallbacks > 0 then local i = #app.__combatcallbacks; for c=i,1,-1 do -- print("PLAYER_REGEN_ENABLED:",c) app.__combatcallbacks[c](); app.__combatcallbacks[c] = nil; end end -- print("PLAYER_REGEN_ENABLED:End") end app.events.QUEST_SESSION_JOINED = function() -- print("QUEST_SESSION_JOINED") app:UnregisterEvent("QUEST_SESSION_JOINED"); app:RegisterEvent("QUEST_SESSION_LEFT"); app:RegisterEvent("QUEST_SESSION_DESTROYED"); app.IsInPartySync = true; app:UpdateWindows(true); end app.events.QUEST_SESSION_LEFT = function() -- print("QUEST_SESSION_LEFT") app.LeavePartySync(); end app.events.QUEST_SESSION_DESTROYED = function() -- print("QUEST_SESSION_DESTROYED") app.LeavePartySync(); end app.LeavePartySync = function() app:UnregisterEvent("QUEST_SESSION_LEFT"); app:UnregisterEvent("QUEST_SESSION_DESTROYED"); app:RegisterEvent("QUEST_SESSION_JOINED"); app.IsInPartySync = false; app:UpdateWindows(true); end app.events.TOYS_UPDATED = function(itemID, new) if itemID and not ATTAccountWideData.Toys[itemID] and PlayerHasToy(itemID) then ATTAccountWideData.Toys[itemID] = 1; UpdateSearchResults(SearchForField("itemID", itemID)); app:PlayFanfare(); app:TakeScreenShot("Toys"); wipe(searchCache); if app.Settings:GetTooltipSetting("Report:Collected") then local name, link = GetItemInfo(itemID); if link then print(format(L["ITEM_ID_ADDED"], link, itemID)); end end end end app.events.TRANSMOG_COLLECTION_SOURCE_ADDED = function(sourceID) -- print("TRANSMOG_COLLECTION_SOURCE_ADDED",sourceID) if sourceID then -- Cache the previous state. This will help keep lag under control. local oldState = ATTAccountWideData.Sources[sourceID] or 0; -- Only do work if we weren't already learned. -- We check here because Blizzard likes to double notify for items with timers. if oldState ~= 1 then ATTAccountWideData.Sources[sourceID] = 1; app.ActiveItemCollectionHelper(sourceID, oldState); wipe(searchCache); SendSocialMessage("S\t" .. sourceID .. "\t" .. oldState .. "\t1"); end end end app.events.TRANSMOG_COLLECTION_SOURCE_REMOVED = function(sourceID) -- print("TRANSMOG_COLLECTION_SOURCE_REMOVED",sourceID) local oldState = sourceID and ATTAccountWideData.Sources[sourceID]; if oldState then local unlearnedSourceIDs = { sourceID }; local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID); ATTAccountWideData.Sources[sourceID] = nil; -- If the user is a Completionist if app.Settings:Get("Completionist") then if app.Settings:GetTooltipSetting("Report:Collected") then -- Oh shucks, that was nice of you to give this item to your friend. -- WAIT, WHAT? A VENDOR?! OH GOD NO! TODO: Warn a user when they vendor an appearance? local name, link = GetItemInfo(sourceInfo.itemID); print(format(L["ITEM_ID_REMOVED"], link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID)); end else local shared = 0; local categoryID, appearanceID, canEnchant, texture, isCollected, itemLink = C_TransmogCollection_GetAppearanceSourceInfo(sourceID); if categoryID then for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(appearanceID)) do if ATTAccountWideData.Sources[otherSourceID] then local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID); if not otherSourceInfo.isCollected and otherSourceInfo.categoryID == categoryID then tinsert(unlearnedSourceIDs, otherSourceID); ATTAccountWideData.Sources[otherSourceID] = nil; shared = shared + 1; end end end end if app.Settings:GetTooltipSetting("Report:Collected") then -- Oh shucks, that was nice of you to give this item to your friend. -- WAIT, WHAT? A VENDOR?! OH GOD NO! TODO: Warn a user when they vendor an appearance? local name, link = GetItemInfo(sourceInfo.itemID); print(format(L[shared > 0 and "ITEM_ID_REMOVED_SHARED" or "ITEM_ID_REMOVED"], link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID, shared)); end end -- Refresh the Data and Cry! UpdateRawIDs("s", unlearnedSourceIDs); Callback(app.PlayRemoveSound); wipe(searchCache); SendSocialMessage("S\t" .. sourceID .. "\t" .. oldState .. "\t0"); end end -- Vignette Functionality Scope (function() app.CurrentVignettes = { ["npcID"] = {}, ["objectID"] = {}, }; local C_VignetteInfo_GetVignetteInfo = C_VignetteInfo.GetVignetteInfo; local C_VignetteInfo_GetVignettes = C_VignetteInfo.GetVignettes; local tonumber, strsplit, ipairs, wipe = tonumber, strsplit, ipairs, wipe; local function DelVignette(vignetteGUID) local vignetteInfo = C_VignetteInfo_GetVignetteInfo(vignetteGUID); if vignetteInfo and vignetteInfo.objectGUID then local type, _, _, _, _, id, _ = strsplit("-",vignetteInfo.objectGUID); id = id and tonumber(id); if id then local searchType = type == "Creature" and "npcID" or "objectID"; -- app.PrintDebug("Hidden Vignette",searchType,id) app.CurrentVignettes[searchType][id] = nil; end end end local function AddVignette(vignetteGUID) local vignetteInfo = C_VignetteInfo_GetVignetteInfo(vignetteGUID); if vignetteInfo and vignetteInfo.objectGUID then -- app.PrintDebug("Add Vignette",vignetteInfo.objectGUID) local type, _, _, _, _, id, _ = strsplit("-",vignetteInfo.objectGUID); id = id and tonumber(id); if id then local searchType = type == "Creature" and "npcID" or "objectID"; if vignetteInfo.isDead then -- app.PrintDebug("Dead Vignette",searchType,id) app.CurrentVignettes[searchType][id] = nil; else -- app.PrintDebug("Visible Vignette",searchType,id) -- app.PrintTable(vignetteInfo) app.CurrentVignettes[searchType][id] = true; -- potentially can add groups into another window? local vignetteGroup = app.SearchForObject(searchType,id); if vignetteGroup then -- app.PrintDebug("Found Vignette Group") -- force the related vignette group to be visible (this currently would only affect the Main list...) vignetteGroup.visible = true; end end end end end app.events.VIGNETTE_MINIMAP_UPDATED = function(vignetteGUID, onMinimap) if onMinimap then AddVignette(vignetteGUID); else DelVignette(vignetteGUID); end -- app.UpdateWindows(); -- maybe just a refresh? end app.events.VIGNETTES_UPDATED = function() -- clear current vignettes as they will now be re-populated wipe(app.CurrentVignettes["objectID"]); wipe(app.CurrentVignettes["npcID"]); local vignettes = C_VignetteInfo_GetVignettes(); if vignettes then for _,vignetteGUID in ipairs(vignettes) do AddVignette(vignetteGUID); end end end end)();