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-------------------------------------------------------------------------------
---------------------------------- NAMESPACE ----------------------------------
-------------------------------------------------------------------------------
local ADDON_NAME, ns = ...
local L = ns.locale
-------------------------------------------------------------------------------
--------------------------------- DEVELOPMENT ---------------------------------
-------------------------------------------------------------------------------
--[[
To enable all development settings and functionality:
1. Tweak any setting in the addon and exit the game.
2. Open the settings file for this addon.
WTF/Account/<account>/SavedVariables/HandyNotes_<this_addon>.lua
3. Add a new line under profiles => Default.
["development"] = true,
4. Save and star the game. You should now see development settings
at the bottom of the addon settings window.
--]]
-- Register all addons objects for the CTRL+ALT handler
local plugins = 'HandyNotes_ZarPlugins'
if _G[plugins] == nil then _G[plugins] = {} end
_G[plugins][#_G[plugins] + 1] = ns
local function BootstrapDevelopmentEnvironment()
_G['HandyNotes_ZarPluginsDevelopment'] = true
-- Add development settings to the UI
ns.options.args.GeneralTab.args.DevelopmentHeader = {
type = 'header',
name = L['options_dev_settings'],
order = 100
}
ns.options.args.GeneralTab.args.show_debug_map = {
type = 'toggle',
arg = 'show_debug_map',
name = L['options_toggle_show_debug_map'],
desc = L['options_toggle_show_debug_map_desc'],
order = 101
}
ns.options.args.GeneralTab.args.show_debug_quest = {
type = 'toggle',
arg = 'show_debug_quest',
name = L['options_toggle_show_debug_quest'],
desc = L['options_toggle_show_debug_quest_desc'],
order = 102
}
ns.options.args.GeneralTab.args.force_nodes = {
type = 'toggle',
arg = 'force_nodes',
name = L['options_toggle_force_nodes'],
desc = L['options_toggle_force_nodes_desc'],
order = 103
}
ns.options.args.GeneralTab.args.show_debug_currency = {
type = 'toggle',
arg = 'show_debug_currency',
name = L['options_toggle_show_debug_currency'],
desc = L['options_toggle_show_debug_currency_desc'],
order = 104
}
-- Print debug messages for each quest ID that is flipped
local QTFrame = CreateFrame('Frame', ADDON_NAME .. 'QT')
local history = ns.GetDatabaseTable('quest_id_history')
local lastCheck = GetTime()
local quests = {}
local changed = {}
local max_quest_id = 100000
local CurrencyFrame = CreateFrame('Frame', ADDON_NAME .. 'C')
local c_lastCheck = GetTime()
local c_history = ns.GetDatabaseTable('currency_id_history')
local currency = {}
local c_changed = {}
if ns:GetOpt('show_debug_quest') then
C_Timer.After(2, function()
-- Give some time for quest info to load in before we start
for id = 65000, max_quest_id do
quests[id] = C_QuestLog.IsQuestFlaggedCompleted(id)
end
QTFrame:SetScript('OnUpdate', function()
if GetTime() - lastCheck > 5 and ns:GetOpt('show_debug_quest') then
for id = 65000, max_quest_id do
local s = C_QuestLog.IsQuestFlaggedCompleted(id)
if s ~= quests[id] then
changed[#changed + 1] = {time(), id, quests[id], s}
quests[id] = s
end
end
if #changed <= 10 then
-- changing zones will sometimes cause thousands of quest
-- ids to flip state, we do not want to report on those
for i, args in ipairs(changed) do
table.insert(history, 1, args)
print('Quest', args[2], 'changed:', args[3], '=>',
args[4])
end
end
if #history > 100 then
for i = #history, 101, -1 do
history[i] = nil
end
end
lastCheck = GetTime()
wipe(changed)
end
end)
print('Quest IDs are now being tracked')
end)
end
if ns:GetOpt('show_debug_currency') then
C_Timer.After(2, function()
-- Give some time for currency info to load in before we start
for id = 1, 3000 do
local c = C_CurrencyInfo.GetCurrencyInfo(id) or false
if c then currency[id] = c.quantity end
end
CurrencyFrame:SetScript('OnUpdate', function()
if GetTime() - c_lastCheck > 5 and
ns:GetOpt('show_debug_currency') then
for id = 1, 3000 do
local c = C_CurrencyInfo.GetCurrencyInfo(id) or false
if c then
local s = c.quantity
if s ~= currency[id] then
c_changed[#c_changed + 1] = {
time(), id, currency[id], s
}
currency[id] = s
end
end
end
for i, args in ipairs(c_changed) do
table.insert(c_history, 1, args)
print('Currency', args[2], 'changed:', args[3], '=>',
args[4])
end
if #c_history > 100 then
for i = #c_history, 101, -1 do
c_history[i] = nil
end
end
c_lastCheck = GetTime()
wipe(c_changed)
end
end)
print('Currency changes are now being tracked')
end)
end
-- Listen for LCTRL + LALT when the map is open to force display nodes
local IQFrame = CreateFrame('Frame', ADDON_NAME .. 'IQ', WorldMapFrame)
local groupPins = WorldMapFrame.pinPools.GroupMembersPinTemplate
IQFrame:SetPropagateKeyboardInput(true)
IQFrame:SetScript('OnKeyDown', function(_, key)
if (key == 'LCTRL' or key == 'LALT') and IsLeftControlKeyDown() and
IsLeftAltKeyDown() then
IQFrame:SetPropagateKeyboardInput(false)
for i, _ns in ipairs(_G[plugins]) do
if not _ns.dev_force then
_ns.dev_force = true
_ns.addon:RefreshImmediate()
end
end
-- Hide player pins on the map
groupPins:GetNextActive():Hide()
end
end)
IQFrame:SetScript('OnKeyUp', function(_, key)
if key == 'LCTRL' or key == 'LALT' then
IQFrame:SetPropagateKeyboardInput(true)
for i, _ns in ipairs(_G[plugins]) do
if _ns.dev_force then
_ns.dev_force = false
_ns.addon:RefreshImmediate()
end
end
-- Show player pins on the map
groupPins:GetNextActive():Show()
end
end)
-- Slash commands
SLASH_PETID1 = '/petid'
SlashCmdList['PETID'] = function(name)
if #name == 0 then return print('Usage: /petid NAME') end
local petid = C_PetJournal.FindPetIDByName(name)
if petid then
print(name .. ': ' .. petid)
else
print('NO MATCH FOR: /petid ' .. name)
end
end
SLASH_MOUNTID1 = '/mountid'
SlashCmdList['MOUNTID'] = function(name)
if #name == 0 then return print('Usage: /mountid NAME') end
for i, m in ipairs(C_MountJournal.GetMountIDs()) do
if (C_MountJournal.GetMountInfoByID(m) == name) then
return print(name .. ': ' .. m)
end
end
print('NO MATCH FOR: /mountid ' .. name)
end
end
-------------------------------------------------------------------------------
-- Debug function that prints entries from the quest id history
_G[ADDON_NAME .. 'QuestHistory'] = function(count)
local history = ns.GetDatabaseTable('quest_id_history')
if #history == 0 then return print('Quest ID history is empty') end
for i = 1, (count or 10) do
if i > #history then break end
local time, id, old, new, _
if history[i][1] == 'Quest' then
_, id, _, old, _, new = unpack(history[i])
time = 'MISSING'
else
time, id, old, new = unpack(history[i])
time = date('%H:%M:%S', time)
end
print(time, '::', id, '::', old, '=>', new)
end
end
_G[ADDON_NAME .. 'CurrencyHistory'] = function(count)
local c_history = ns.GetDatabaseTable('currency_id_history')
if #c_history == 0 then return print('Currency history is empty') end
for i = 1, (count or 10) do
if i > #c_history then break end
local time, id, old, new, _
if c_history[i][1] == 'Currency' then
_, id, _, old, _, new = unpack(c_history[i])
time = 'MISSING'
else
time, id, old, new = unpack(c_history[i])
time = date('%H:%M:%S', time)
end
print(time, '::', id, '::', old, '=>', new)
end
end
-------------------------------------------------------------------------------
-- Debug function that iterates over each pin template and removes it from the
-- map. This is helpful for determining which template a pin is coming from.
local hidden = {}
_G[ADDON_NAME .. 'RemovePins'] = function()
for k, v in pairs(WorldMapFrame.pinPools) do
if not hidden[k] then
hidden[k] = true
print('Removing pin template:', k)
WorldMapFrame:RemoveAllPinsByTemplate(k)
return
end
end
end
-------------------------------------------------------------------------------
function ns.Debug(...)
if not ns.addon.db then return end
if ns:GetOpt('development') then print(ns.color.Blue('DEBUG:'), ...) end
end
function ns.Warn(...)
if not ns.addon.db then return end
if ns:GetOpt('development') then print(ns.color.Orange('WARN:'), ...) end
end
function ns.Error(...)
if not ns.addon.db then return end
if ns:GetOpt('development') then print(ns.color.Red('ERROR:'), ...) end
end
-------------------------------------------------------------------------------
_G[ADDON_NAME .. 'ScanQuestObjectives'] =
function(start, end_)
local function attemptObjectiveInfo(quest, index)
local text, objectiveType, finished, fulfilled =
GetQuestObjectiveInfo(quest, index, true)
if text or objectiveType or finished or fulfilled then
print(quest, index, text, objectiveType, finished, fulfilled)
end
end
for i = start, end_, 1 do
for j = 0, 10, 1 do attemptObjectiveInfo(i, j) end
end
end
-------------------------------------------------------------------------------
ns.BootstrapDevelopmentEnvironment = BootstrapDevelopmentEnvironment