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-------------------------------------------------------------------------------
---------------------------------- NAMESPACE ----------------------------------
-------------------------------------------------------------------------------
local ADDON_NAME, ns = ...
local Class = ns.Class
local L = ns.locale
local Green = ns.status.Green
local Orange = ns.status.Orange
local Red = ns.status.Red
-------------------------------------------------------------------------------
local function Icon(icon) return '|T' .. icon .. ':0:0:1:-1|t ' end
-- in zhCN’s built-in font, ARHei.ttf, the glyph of U+2022 <bullet> is missing.
-- use U+00B7 <middle dot> instead.
local bullet = (GetLocale() == 'zhCN' and '·' or '')
-------------------------------------------------------------------------------
----------------------------------- REWARD ------------------------------------
-------------------------------------------------------------------------------
local Reward = Class('Reward')
function Reward:Initialize(attrs)
if attrs then for k, v in pairs(attrs) do self[k] = v end end
end
function Reward:IsEnabled()
if self.class and self.class ~= ns.class then return false end
if self.faction and self.faction ~= ns.faction then return false end
if self.display_option and not ns:GetOpt(self.display_option) then
return false
end
return true
end
function Reward:IsObtainable() return true end
function Reward:IsObtained() return true end
-- These functions drive the appearance of the tooltip
function Reward:GetLines() return function() end end
function Reward:GetCategoryIcon() end
function Reward:GetStatus() end
function Reward:GetText() return UNKNOWN end
function Reward:Prepare() end
function Reward:Render(tooltip)
local text = self:GetText()
local status = self:GetStatus()
-- Add category icon (if registered)
local icon = self:GetCategoryIcon()
if text and icon then text = Icon(icon) .. text end
-- Add indent if requested
if self.indent then text = ' ' .. text end
-- Render main line and optional status
if text and status then
tooltip:AddDoubleLine(text, status)
elseif text then
tooltip:AddLine(text)
end
-- Render follow-up lines (example: achievement criteria)
for text, status, r, g, b in self:GetLines() do
if text and status then
tooltip:AddDoubleLine(text, status, r, g, b)
elseif text then
tooltip:AddLine(text, r, g, b)
end
end
end
-------------------------------------------------------------------------------
----------------------------------- SECTION -----------------------------------
-------------------------------------------------------------------------------
local Section = Class('Section', Reward)
function Section:Initialize(title) self.title = title end
function Section:IsEnabled() return true end
function Section:Prepare() ns.PrepareLinks(self.title) end
function Section:Render(tooltip)
tooltip:AddLine(ns.RenderLinks(self.title, true) .. ':')
end
-------------------------------------------------------------------------------
----------------------------------- SPACER ------------------------------------
-------------------------------------------------------------------------------
local Spacer = Class('Spacer', Reward)
function Spacer:IsEnabled() return true end
function Spacer:Render(tooltip) tooltip:AddLine(' ') end
-------------------------------------------------------------------------------
--------------------------------- ACHIEVEMENT ---------------------------------
-------------------------------------------------------------------------------
local Achievement = Class('Achievement', Reward)
local GetCriteriaInfo = function(id, criteria)
local results = {GetAchievementCriteriaInfoByID(id, criteria)}
if not results[1] then
if criteria <= GetAchievementNumCriteria(id) then
results = {GetAchievementCriteriaInfo(id, criteria)}
else
ns.Error(
'unknown achievement criteria (' .. id .. ', ' .. criteria ..
')')
return UNKNOWN
end
end
return unpack(results)
end
function Achievement:Initialize(attrs)
Reward.Initialize(self, attrs)
self.criteria = ns.AsIDTable(self.criteria)
end
function Achievement:IsObtained()
local _, _, _, completed, _, _, _, _, _, _, _, _, earnedByMe =
GetAchievementInfo(self.id)
completed = completed and (not ns:GetOpt('use_char_achieves') or earnedByMe)
if completed then return true end
if self.criteria then
for i, c in ipairs(self.criteria) do
local _, _, completed = GetCriteriaInfo(self.id, c.id)
if not completed then return false end
end
return true
end
return false
end
function Achievement:GetText()
local _, name, _, _, _, _, _, _, _, icon = GetAchievementInfo(self.id)
return Icon(icon) .. ACHIEVEMENT_COLOR_CODE .. '[' .. name .. ']|r'
end
function Achievement:GetStatus()
if not self.oneline and self.criteria then return end
return self:IsObtained() and Green(L['completed']) or Red(L['incomplete'])
end
function Achievement:GetLines()
local completed = self:IsObtained()
local index = 0
return function()
-- ignore sub-lines if oneline is enabled or no criteria were given
if self.oneline or not self.criteria then return end
-- increment our criteria counter
index = index + 1
if index > #self.criteria then return end
local c = self.criteria[index]
local cname, _, ccomp, qty, req = GetCriteriaInfo(self.id, c.id)
if (cname == '' or c.qty) then
cname = c.suffix or cname
cname = (completed and req .. '/' .. req or qty .. '/' .. req) ..
' ' .. cname
end
local r, g, b = .6, .6, .6
local ctext = ' ' .. bullet .. ' ' .. cname
if (completed or ccomp) then r, g, b = 0, 1, 0 end
local note, status = c.note
if c.quest then
if C_QuestLog.IsQuestFlaggedCompleted(c.quest) then
status = ns.status.Green(L['defeated'])
else
status = ns.status.Red(L['undefeated'])
end
note = note and (note .. ' ' .. status) or status
end
return ctext, note, r, g, b
end
end
-------------------------------------------------------------------------------
----------------------------------- CURRENCY ----------------------------------
-------------------------------------------------------------------------------
local Currency = Class('Currency', Reward)
function Currency:GetText()
local info = C_CurrencyInfo.GetCurrencyInfo(self.id)
local text = C_CurrencyInfo.GetCurrencyLink(self.id, 0)
if self.note then -- additional info
text = text .. ' (' .. self.note .. ')'
end
return Icon(info.iconFileID) .. text
end
-------------------------------------------------------------------------------
------------------------------------ ITEM -------------------------------------
-------------------------------------------------------------------------------
local Item = Class('Item', Reward)
function Item:Initialize(attrs)
Reward.Initialize(self, attrs)
if not self.item then
error('Item() reward requires an item id to be set')
end
self.itemLink = L['retrieving']
self.itemIcon = 'Interface\\Icons\\Inv_misc_questionmark'
local item = _G.Item:CreateFromItemID(self.item)
if not item:IsItemEmpty() then
item:ContinueOnItemLoad(function()
self.itemLink = item:GetItemLink()
self.itemIcon = item:GetItemIcon()
end)
end
end
function Item:Prepare() ns.PrepareLinks(self.note) end
function Item:IsObtained()
if self.quest then return C_QuestLog.IsQuestFlaggedCompleted(self.quest) end
if self.bag then return ns.PlayerHasItem(self.item) end
return true
end
function Item:GetText()
local text = self.itemLink
if self.type then -- mount, pet, toy, etc
text = text .. ' (' .. self.type .. ')'
end
if self.note then -- additional info
text = text .. ' (' .. ns.RenderLinks(self.note, true) .. ')'
end
return Icon(self.itemIcon) .. text
end
function Item:GetStatus()
if self.bag then
local collected = ns.PlayerHasItem(self.item)
return collected and Green(L['completed']) or Red(L['incomplete'])
elseif self.status then
return format('(%s)', self.status)
elseif self.quest then
local completed = C_QuestLog.IsQuestFlaggedCompleted(self.quest)
return completed and Green(L['completed']) or Red(L['incomplete'])
elseif self.weekly then
local completed = C_QuestLog.IsQuestFlaggedCompleted(self.weekly)
return completed and Green(L['weekly']) or Red(L['weekly'])
end
end
-------------------------------------------------------------------------------
------------------------------------ MOUNT ------------------------------------
-------------------------------------------------------------------------------
local Mount = Class('Mount', Item,
{display_option = 'show_mount_rewards', type = L['mount']})
function Mount:IsObtained()
return select(11, C_MountJournal.GetMountInfoByID(self.id))
end
function Mount:GetStatus()
local collected = select(11, C_MountJournal.GetMountInfoByID(self.id))
return collected and Green(L['known']) or Red(L['missing'])
end
-------------------------------------------------------------------------------
------------------------------------- PET -------------------------------------
-------------------------------------------------------------------------------
local Pet = Class('Pet', Item,
{display_option = 'show_pet_rewards', type = L['pet']})
function Pet:Initialize(attrs)
if attrs.item then
Item.Initialize(self, attrs)
else
Reward.Initialize(self, attrs)
local name, icon = C_PetJournal.GetPetInfoBySpeciesID(self.id)
self.itemIcon = icon
self.itemLink = '|cff1eff00[' .. name .. ']|r'
end
end
function Pet:IsObtained() return C_PetJournal.GetNumCollectedInfo(self.id) > 0 end
function Pet:GetStatus()
local n, m = C_PetJournal.GetNumCollectedInfo(self.id)
return (n > 0) and Green(n .. '/' .. m) or Red(n .. '/' .. m)
end
-------------------------------------------------------------------------------
------------------------------------ QUEST ------------------------------------
-------------------------------------------------------------------------------
local Quest = Class('Quest', Reward)
function Quest:Initialize(attrs)
Reward.Initialize(self, attrs)
if type(self.id) == 'number' then self.id = {self.id} end
C_QuestLog.GetTitleForQuestID(self.id[1]) -- fetch info from server
end
function Quest:IsObtained()
for i, id in ipairs(self.id) do
if not C_QuestLog.IsQuestFlaggedCompleted(id) then return false end
end
return true
end
function Quest:GetText()
local name = C_QuestLog.GetTitleForQuestID(self.id[1])
return ns.GetIconLink('quest_ay', 13) .. ' ' .. (name or UNKNOWN)
end
function Quest:GetStatus()
if #self.id == 1 then
local completed = C_QuestLog.IsQuestFlaggedCompleted(self.id[1])
return completed and Green(L['completed']) or Red(L['incomplete'])
else
local count = 0
for i, id in ipairs(self.id) do
if C_QuestLog.IsQuestFlaggedCompleted(id) then
count = count + 1
end
end
local status = count .. '/' .. #self.id
return (count == #self.id) and Green(status) or Red(status)
end
end
-------------------------------------------------------------------------------
------------------------------------ SPELL ------------------------------------
-------------------------------------------------------------------------------
local Spell = Class('Spell', Item, {type = L['spell']})
function Spell:IsObtained() return IsSpellKnown(self.spell) end
function Spell:GetStatus()
local collected = IsSpellKnown(self.spell)
return collected and Green(L['known']) or Red(L['missing'])
end
-------------------------------------------------------------------------------
------------------------------------- TOY -------------------------------------
-------------------------------------------------------------------------------
local Toy = Class('Toy', Item,
{display_option = 'show_toy_rewards', type = L['toy']})
function Toy:IsObtained() return PlayerHasToy(self.item) end
function Toy:GetStatus()
local collected = PlayerHasToy(self.item)
return collected and Green(L['known']) or Red(L['missing'])
end
-------------------------------------------------------------------------------
---------------------------------- TRANSMOG -----------------------------------
-------------------------------------------------------------------------------
local Transmog = Class('Transmog', Item,
{display_option = 'show_transmog_rewards'})
local CTC = C_TransmogCollection
function Transmog:Initialize(attrs)
Item.Initialize(self, attrs)
if self.slot then
self.type = self.slot -- backwards compat
end
end
function Transmog:Prepare()
Item.Prepare(self)
local sourceID = select(2, CTC.GetItemInfo(self.item))
if sourceID then CTC.PlayerCanCollectSource(sourceID) end
GetItemSpecInfo(self.item)
CTC.PlayerHasTransmog(self.item)
end
function Transmog:IsEnabled()
if not Item.IsEnabled(self) then return false end
if ns:GetOpt('show_all_transmog_rewards') then return true end
if not (self:IsLearnable() and self:IsObtainable()) then return false end
return true
end
function Transmog:IsKnown()
if CTC.PlayerHasTransmog(self.item) then return true end
local appearanceID, sourceID = CTC.GetItemInfo(self.item)
if sourceID and CTC.PlayerHasTransmogItemModifiedAppearance(sourceID) then
return true
end
if appearanceID then
--[[ local sources = CTC.GetAppearanceSources(appearanceID)
if sources then
for i, source in pairs(sources) do
if source.isCollected then return true end
end
end]]--
end
return false
end
function Transmog:IsLearnable()
local sourceID = select(2, CTC.GetItemInfo(self.item))
if sourceID then
local infoReady, canCollect = CTC.PlayerCanCollectSource(sourceID)
if infoReady and not canCollect then return false end
end
return true
end
function Transmog:IsObtainable()
if not Item.IsObtainable(self) then return false end
-- Cosmetic cloaks do not behave well with the GetItemSpecInfo() function.
-- They return an empty table even though you can get the item to drop.
local _, _, _, ilvl, _, _, _, _, equipLoc = GetItemInfo(self.item)
if not (ilvl == 1 and equipLoc == 'INVTYPE_CLOAK' and self.slot ==
L['cosmetic']) then
-- Verify the item drops for any of the players specs
local specs = GetItemSpecInfo(self.item)
if type(specs) == 'table' and #specs == 0 then return false end
end
return true
end
function Transmog:IsObtained()
-- Check if the player knows the appearance
if self:IsKnown() then return true end
-- Verify the player can obtain and learn the item's appearance
if not (self:IsObtainable() and self:IsLearnable()) then return true end
return false
end
function Transmog:GetStatus()
local collected = self:IsKnown()
local status = collected and Green(L['known']) or Red(L['missing'])
if not collected then
if not self:IsLearnable() then
status = Orange(L['unlearnable'])
elseif not self:IsObtainable() then
status = Orange(L['unobtainable'])
end
end
return status
end
-------------------------------------------------------------------------------
ns.reward = {
Reward = Reward,
Section = Section,
Spacer = Spacer,
Achievement = Achievement,
Currency = Currency,
Item = Item,
Mount = Mount,
Pet = Pet,
Quest = Quest,
Spell = Spell,
Toy = Toy,
Transmog = Transmog
}