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