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411 lines
13 KiB
411 lines
13 KiB
local SLE, T, E, L, V, P, G = unpack(select(2, ...))
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local EM = SLE.EquipManager
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--GLOBALS: unpack, select, CreateFrame, CharacterFrame
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local _G = _G
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local format = format
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local UnitEffectiveLevel = UnitEffectiveLevel
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local C_EquipmentSet = C_EquipmentSet
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local GetRealZoneText = GetRealZoneText
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EM.Conditions = {}
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EM.Processing = false
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local Difficulties = {
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[1] = 'normal', --5ppl normal
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[2] = 'heroic', --5ppl heroic
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[3] = 'normal', --10ppl raid
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[4] = 'normal', --25ppl raid
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[5] = 'heroic', --10ppl heroic raid
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[6] = 'heroic', --25ppl heroic raid
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[7] = 'lfr', --25ppl LFR
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[8] = 'challenge', --5ppl challenge
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[9] = 'normal', --40ppl raid
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[11] = 'heroic', --Heroic scenario
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[12] = 'normal', --Normal scenario
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[14] = 'normal', --10-30ppl normal
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[15] = 'heroic', --13-30ppl heroic
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[16] = 'mythic', --20ppl mythic
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[17] = 'lfr', --10-30 LFR
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[23] = 'mythic', --5ppl mythic
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[24] = 'timewalking', --Timewalking
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[33] = 'timewalking', -- Timewalking Raids
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[34] = 'pvp',
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[38] = 'normal', -- Normal Scenario (Islands)
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[39] = 'heroic', -- Heroic Scenario (Islands)
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[40] = 'mythic', -- Mythic Scenario (Islands)
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[45] = 'pvp', -- PvP Scenario (Islands)
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[147] = 'normal', -- Warfront
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[149] = 'heroic', -- Heroic Warfront
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[150] = 'timewalking', -- Timewalking Campaign (Chromie Time)
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[151] = 'timewalking', -- LFR Timewalking Raids
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[152] = 'horrificvision', -- Horrific Vision of Stormwind|Orgrimmar
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[167] = 'torghast', -- Torghast
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}
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--Table of tags conditions for gear switching
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EM.TagsTable = {
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--self explanatory
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['solo'] = function()
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if IsInGroup() then
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return false
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else
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return true
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end
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end,
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--if in party. Can use [party:size] with size as an argument. If group size equals to provided number. Without number true for any group
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['party'] = function(size)
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size = tonumber(size)
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if IsInGroup() then
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if size then
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if size == GetNumGroupMembers() then
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return true
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else
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return false
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end
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else
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return true
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end
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else
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return false
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end
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end,
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--if in raid. Can use [raid:size] with size as an argument. If raid size equals to provided number. Without number true for any raid
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['raid'] = function(size)
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size = tonumber(size)
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if IsInRaid() then
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if size then
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if size == GetNumGroupMembers() then
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return true
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else
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return false
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end
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else
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return true
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end
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else
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return false
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end
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end,
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--if spec index. Index is required. 1, 2, 3 or 4 (for droodz)
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['spec'] = function(index)
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index = tonumber(index)
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if not index then return false end
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if index == GetSpecialization() then
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return true
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else
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return false
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end
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end,
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--Talent selected. [talent:tier/column]
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['talent'] = function(tier, column)
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tier, column = tonumber(tier), tonumber(column)
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if not (tier or column) then
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return false
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end
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if tier < 0 or tier > 7 then
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SLE:Print(format(L["SLE_EM_TAG_INVALID_TALENT_TIER"], tier), 'error')
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return false
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end
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if column < 0 or column > 3 then
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SLE:Print(format(L["SLE_EM_TAG_INVALID_TALENT_COLUMN"], column), 'error')
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return false
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end
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local _, _, _, selected = GetTalentInfo(tier, column, 1)
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if selected then
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return true
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else
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return false
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end
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end,
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--If in instanse. Optional arg [instance:type] - party, raid, scenario
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['instance'] = function(dungeonType)
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local inInstance, InstanceType = IsInInstance()
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if inInstance then
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if dungeonType then
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if InstanceType == dungeonType then
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return true
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else
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return false
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end
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else
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if InstanceType == 'pvp' or InstanceType == 'arena' then
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return false
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else
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return true
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end
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end
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else
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return false
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end
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end,
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--If in pvp zone. [pvp:type] - pvp, arena
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['pvp'] = function(pvpType)
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local inInstance, InstanceType = IsInInstance()
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if inInstance then
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if pvpType and (InstanceType == 'pvp' or InstanceType == 'arena') then
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if InstanceType == pvpType then
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return true
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else
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return false
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end
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else
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if InstanceType == 'pvp' or InstanceType == 'arena' then
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return true
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else
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return false
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end
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end
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else
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for i = 1, GetNumWorldPVPAreas() do
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local _, localizedName, isActive, canQueue = GetWorldPVPAreaInfo(i)
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if (GetRealZoneText() == localizedName and isActive) or (GetRealZoneText() == localizedName and canQueue) then
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return true
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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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end,
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--Instance difficulty. normal, heroic, etc
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['difficulty'] = function(difficulty)
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if not IsInInstance() or not difficulty then return false end
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local difID = select(3, GetInstanceInfo())
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if difficulty == Difficulties[difID] then
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return true
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else
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return false
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end
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end,
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['effectivelevel'] = function(level)
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local _level = UnitEffectiveLevel('player')
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return _level == tonumber(level)
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end,
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--Well, it's just true :D
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['NoCondition'] = function()
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return true
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end,
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['warmode'] = function()
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return C_PvP.IsWarModeDesired()
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end,
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}
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--Building up set data
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function EM:BuildingConditions(option)
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if not option then return end --if no condition string is passed, return
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local pattern = '%[(.-)%]([^;]+)'
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local SetInfo = {
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options = {}, --tag/args combos for set
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set = '', --Set name
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}
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local condition
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while option:match(pattern) do --If matched that means eligible condition tag is found, e.g. [tag:arg]
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condition, option = option:match(pattern)
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if not(condition and option) then return end
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tinsert(SetInfo.options, condition)
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end
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SetInfo.set = option:gsub('^%s*', '')
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tinsert(EM.Conditions, SetInfo)
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end
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--Function to setup a table of calls for conditions provided by user
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function EM:TagsProcess(msg)
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if msg == '' then return end --No conditions were passed. Whya the hell this module is even enabled then?!
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wipe(EM.Conditions)
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local MsgSections = { (';'):split(msg) } --Splitting message (e.g. option line) to short parts by a separator symbol ";"
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--Cycling through table to add conditions contained in every section to the table
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for i, v in ipairs(MsgSections) do
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local section = MsgSections[i]
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EM:BuildingConditions(section)
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end
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--Going trought conditions to build actual function calls into conditions table
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for i = 1, #EM.Conditions do
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local SetInfo = EM.Conditions[i]
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if #SetInfo.options == 0 then --if number of options (tag/arg combos) is 0 this means that's the last "if everything else failed type of call.
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SetInfo.options[1] = {commands = {{condition = 'NoCondition', args = {}}}}
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else
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for index = 1, #SetInfo.options do
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local condition = SetInfo.options[index] --Getting the string
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local ConditionList = { (','):split(condition) } --Making it to a set of conditions to check
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local CommandsInfo = {} --Table for functions to check + arguments to pass
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for j = 1, #ConditionList do
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local tagString = ConditionList[j]; --Getting the full tag "tag:args"
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if tagString then --If it exists. Otherwise how the fuck it happened to be in the table in the first place, but better be safe than sorry.
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local command, argument = (':'):split(tagString) --Split actual core tag from arguments
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local argTable = {} --List of arguments to pass later
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if argument and strfind(argument, '%.') then --If dot is found then warn the user of a typo. This is a high class establishment, we use commas here.
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SLE:Print(L["SLE_EM_TAG_DOT_WARNING"], 'error')
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else
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if argument and ('/'):split(argument) then --if tag happened to have 2+ argumants
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local former
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while argument and ('/'):split(argument) do
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former, argument = ('/'):split(argument)
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tinsert(argTable, former)
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end
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else
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tinsert(argTable, argument)
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end
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--Find the tag in provided tag list
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local tag = command:match('^%s*(.+)%s*$')
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if EM.TagsTable[tag] then --If tag is registered, add stuff to the table
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tinsert(CommandsInfo, { condition = command:match('^%s*(.+)%s*$'), args = argTable })
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else
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--We don't use that kind of tag in this neighborhood
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SLE:Print(format(L["SLE_EM_TAG_INVALID"], tag), 'error')
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--Wipe the table and stop executing cause since one tag is wrong the string will fail to execute anyways
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wipe(EM.Conditions)
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return
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end
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end
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end
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end
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--Raplce general info with determained function calls and arguments
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SetInfo.options[index] = {commands = CommandsInfo}
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end
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end
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end
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end
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--Checking if some tag condition is true for the provided conditions table
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function EM:TagsConditionsCheck(data)
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for _, tagInfo in ipairs(data) do
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for _, option in ipairs(tagInfo.options) do
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if not option.commands then return end --if for some unimaginable reason this is missing, better stop doing everything
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local matches = 0 --Number of conditions passed in this tag check
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for _, conditionInfo in ipairs(option.commands) do
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--Getting function that determines if condition is met
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local tagFunc = conditionInfo['condition']
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--If tag contains nil (tho previous checks should have this covere already) or not actually a function
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if not EM.TagsTable[tagFunc] or type(EM.TagsTable[tagFunc]) ~= 'function' then
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SLE:Print(format(L["SLE_EM_TAG_INVALID"], tagFunc), 'error')
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return nil
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end
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--Getting arguments table and use it to call a tag check
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local args = conditionInfo['args']
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local result = EM.TagsTable[tagFunc](unpack(args))
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--if check returns true then we have a match
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if result then
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matches = matches + 1
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else
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matches = 0
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break
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end
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--if every check matches then this condition is met, returning result
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if matches == #option.commands then return tagInfo.set end
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end
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end
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end
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end
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local equippedSets = {}
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--Equipping stuff
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local function Equip(event)
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--If equip is in process or lock button is checked, then return
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if EM.Processing or EM.lock then return end
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--Only equip stuff on first load
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if event == 'PLAYER_ENTERING_WORLD' then EM:UnregisterEvent(event) end
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EM.Processing = true
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--Usualy it takes around a second to equip everything
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E:Delay(1, function() EM.Processing = false end)
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--Don't try to equip in combat. it wouldn't work anyways
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if InCombatLockdown() then
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EM:RegisterEvent('PLAYER_REGEN_ENABLED', Equip)
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return
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end
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if event == 'PLAYER_REGEN_ENABLED' then
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EM:UnregisterEvent(event)
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end
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--Figuring out the hell should be equipped
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wipe(equippedSets)
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local equipmentSetIDs = C_EquipmentSet.GetEquipmentSetIDs()
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--If any actual equip set is on
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for index = 1, C_EquipmentSet.GetNumEquipmentSets() do
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local name, _, _, isEquipped = C_EquipmentSet.GetEquipmentSetInfo(equipmentSetIDs[index])
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if isEquipped then --Set found
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tinsert(equippedSets, name)
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end
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end
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--What actually should be equipped, based on tags
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local trueSet = EM:TagsConditionsCheck(EM.Conditions)
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--If something should be equipped
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if trueSet then
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--Get id
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local SetID = C_EquipmentSet.GetEquipmentSetID(trueSet)
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if SetID then
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--If it is not what's equipped right now, then put it on.
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if #equippedSets == 0 or not tContains(equippedSets, trueSet) then
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C_EquipmentSet.UseEquipmentSet(SetID)
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end
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else
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--if id of specifiet set is not peresent (e.g. no set named like trueSet exists), you should probably revisit your tag line
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SLE:Print(format(L["SLE_EM_SET_NOT_EXIST"], trueSet), 'error')
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end
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end
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end
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EM.Equip = Equip
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--Creating a lock button. Prevents gear from auto equip
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function EM:CreateLock()
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if _G.SLE_Equip_Lock_Button or not EM.db.lockbutton then return end
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local button = CreateFrame('Button', 'SLE_Equip_Lock_Button', _G.PaperDollFrame)
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button:Size(20, 20)
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button:Point('BOTTOMLEFT', _G.CharacterFrame, 'BOTTOMLEFT', 4, 4)
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button:SetFrameLevel(_G.CharacterModelFrame:GetFrameLevel() + 2)
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button:SetScript('OnEnter', function(self)
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_G.GameTooltip:SetOwner(self)
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_G.GameTooltip:AddLine(L["SLE_EM_LOCK_TOOLTIP"])
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_G.GameTooltip:Show()
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end)
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button:SetScript('OnLeave', function(self)
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_G.GameTooltip:Hide()
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end)
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E.Skins:HandleButton(button)
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button.Icon = button:CreateTexture(nil, 'OVERLAY')
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button.Icon:SetAllPoints()
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button.Icon:SetTexture([[Interface\AddOns\ElvUI_SLE\media\textures\lock]])
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button.Icon:SetVertexColor(0, 1, 0)
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button:SetScript('OnClick', function()
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EM.lock = not EM.lock
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button.Icon:SetVertexColor(EM.lock and 1 or 0, EM.lock and 0 or 1, 0)
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end)
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end
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function EM:UpdateTags()
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EM:TagsProcess(EM.db.conditions)
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Equip()
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end
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EM.Events = {}
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function EM:RegisterNewEvent(event)
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if not EM.Events[event] then
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EM:RegisterEvent(event, Equip)
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EM.Events[event] = true
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end
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end
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function EM:Initialize()
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EM.db = E.private.sle.equip
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if not SLE.initialized or not EM.db.enable then return end
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EM.lock = false
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EM:RegisterEvent('PLAYER_ENTERING_WORLD', Equip)
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EM:RegisterEvent('LOADING_SCREEN_DISABLED', Equip)
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EM:RegisterEvent('ACTIVE_TALENT_GROUP_CHANGED', Equip)
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EM:RegisterEvent('PLAYER_LEVEL_CHANGED', Equip)
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EM:RegisterEvent('GROUP_ROSTER_UPDATE', Equip)
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EM:RegisterEvent('PLAYER_FLAGS_CHANGED', Equip)
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--Initial apply options
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EM:TagsProcess(EM.db.conditions)
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EM:CreateLock()
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end
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SLE:RegisterModule(EM:GetName())
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