You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

459 lines
14 KiB

-------------------------------------------------------------------------------
---------------------------------- NAMESPACE ----------------------------------
-------------------------------------------------------------------------------
local ADDON_NAME, ns = ...
local L = ns.locale
local Class = ns.Class
local Group = ns.Group
local IsInstance = ns.IsInstance
local Requirement = ns.requirement.Requirement
-------------------------------------------------------------------------------
------------------------------------ NODE -------------------------------------
-------------------------------------------------------------------------------
--[[
Base class for all displayed nodes.
label (string): Tooltip title for this node
sublabel (string): Oneline string to display under label
group (Group): Options group for this node (display, scale, alpha)
icon (string|table): The icon texture to display
alpha (float): The default alpha value for this type
scale (float): The default scale value for this type
minimap (bool): Should the node be displayed on the minimap
quest (int|int[]): Quest IDs that cause this node to disappear
questAny (boolean): Hide node if *any* quests are true (default *all*)
questCount (boolean): Display completed quest count as rlabel
questDeps (int|int[]): Quest IDs that must be true to appear
requires (str): Requirement to interact or unlock (sets sublabel)
rewards (Reward[]): Array of rewards for this node
--]]
local Node = Class('Node')
Node.label = UNKNOWN
Node.minimap = true
Node.alpha = 1
Node.scale = 1
Node.icon = "default"
Node.group = ns.groups.OTHER
function Node:Initialize(attrs)
-- assign all attributes
if attrs then
for k, v in pairs(attrs) do self[k] = v end
end
-- normalize quest ids as tables instead of single values
for i, key in ipairs{'quest', 'questDeps'} do
if type(self[key]) == 'number' then self[key] = {self[key]} end
end
-- normalize requirements as a table
if type(self.requires) == 'string' or IsInstance(self.requires, Requirement) then
self.requires = {self.requires}
end
-- materialize group if given as a name
if not IsInstance(self.group, Group) then
error('group attribute must be a Group class instance: '..self.group)
end
-- display nodes on minimap by default
self.minimap = self.minimap ~= false
end
--[[
Return the associated texture, scale and alpha value to pass to HandyNotes
for this node.
--]]
function Node:GetDisplayInfo(map)
local scale = self.scale * self.group:GetScale()
local alpha = self.alpha * self.group:GetAlpha()
return self.icon, scale, alpha
end
--[[
Return the glow POI for this node. If the node is hovered or focused, a green
glow is applyed to help highlight the node.
--]]
function Node:GetGlow(map)
if self._glow and (self._focus or self._hover) then
local _, scale, alpha = self:GetDisplayInfo(map)
self._glow.alpha = alpha
self._glow.scale = scale
if self._focus then
self._glow.r, self._glow.g, self._glow.b = 0, 1, 0
else
self._glow.r, self._glow.g, self._glow.b = 1, 1, 0
self._glow.a = 0.5
end
return self._glow
end
end
--[[
Return the "collected" status of this node. A node is collected if all
associated rewards have been obtained (achievements, toys, pets, mounts).
--]]
function Node:IsCollected()
if not self.rewards then return true end
for i, reward in ipairs(self.rewards) do
if not reward:IsObtained() then return false end
end
return true
end
--[[
Return true if this node should be displayed.
--]]
function Node:IsEnabled()
-- Check prerequisites
if not self:PrerequisiteCompleted() then return false end
-- Check completed state
if not ns:GetOpt('show_completed_nodes') then
if self:IsCompleted() then return false end
end
return true
end
--[[
Return the prerequisite state of this node. A node has its prerequisites met if
all quests defined in the `questDeps` attribute are completed. This method can
be overridden to check for other prerequisite criteria.
--]]
function Node:PrerequisiteCompleted()
-- Prerequisite not met if any dependent quest ids are false
if not self.questDeps then return true end
for i, quest in ipairs(self.questDeps) do
if not C_QuestLog.IsQuestFlaggedCompleted(quest) then return false end
end
return true
end
--[[
Return the "completed" state of this node. A node is completed if any or all
associated quests have been completed. The behavior of any vs all is switched
with the `questAny` attribute. This method can also be overridden to check for
some other form of completion, such as an achievement criteria.
This method is *not* called if the "Show completed" setting is enabled.
--]]
function Node:IsCompleted()
if self.quest and self.questAny then
-- Completed if *any* attached quest ids are true
for i, quest in ipairs(self.quest) do
if C_QuestLog.IsQuestFlaggedCompleted(quest) then return true end
end
elseif self.quest then
-- Completed only if *all* attached quest ids are true
for i, quest in ipairs(self.quest) do
if not C_QuestLog.IsQuestFlaggedCompleted(quest) then return false end
end
return true
end
return false
end
--[[
Prepare this node for display by fetching localization information for anything
referenced in the text attributes of this node. This method is called when a
world map containing this node is opened.
--]]
function Node:Prepare()
-- initialize icon from string name
if type(self.icon) == 'string' then
self.icon = ns.icons[self.icon] or ns.icons.default
end
-- initialize glow POI (if glow icon available)
if type(self.icon) == 'table' and self.icon.glow and ns.glows[self.icon.glow] then
local Glow = self.GlowClass or ns.poi.Glow
self._glow = Glow({ icon=ns.glows[self.icon.glow] })
end
ns.NameResolver:Prepare(self.label)
ns.PrepareLinks(self.sublabel)
ns.PrepareLinks(self.note)
end
--[[
Render this node onto the given tooltip. Many features are optional depending
on the attributes set on this specific node, such as setting an `rlabel` or
`sublabel` value.
--]]
function Node:Render(tooltip)
-- render the label text with NPC names resolved
tooltip:SetText(ns.NameResolver:Resolve(self.label))
local color, text
local rlabel = self.rlabel or ''
if self.questCount and self.quest and #self.quest then
-- set rlabel to a (completed / total) display for quest ids
local count = 0
for i, quest in ipairs(self.quest) do
if C_QuestLog.IsQuestFlaggedCompleted(quest) then
count = count + 1
end
end
color = (count == #self.quest) and ns.status.Green or ns.status.Gray
rlabel = rlabel..' '..color(tostring(count)..'/'..#self.quest)
end
if self.pois then
-- add an rlabel hint to use left-mouse to focus the node
local focus = ns.icons.left_mouse:link(12)..ns.status.Gray(L["focus"])
rlabel = (#rlabel > 0) and focus..' '..rlabel or focus
end
-- render top-right label text
if #rlabel > 0 then
local rtext = _G[tooltip:GetName()..'TextRight1']
rtext:SetTextColor(1, 1, 1)
rtext:SetText(rlabel)
rtext:Show()
end
-- optional text directly under label
if self.sublabel then
tooltip:AddLine(ns.RenderLinks(self.sublabel, true), 1, 1, 1)
end
-- display item, spell or other requirements
if self.requires then
for i, req in ipairs(self.requires) do
if IsInstance(req, Requirement) then
color = req:IsMet() and ns.color.White or ns.color.Red
text = color(L["Requires"]..' '..req:GetText())
else
text = ns.color.Red(L["Requires"]..' '..req)
end
tooltip:AddLine(ns.RenderLinks(text, true))
end
end
-- additional text for the node to describe how to interact with the
-- object or summon the rare
if self.note and ns:GetOpt('show_notes') then
if self.requires or self.sublabel then tooltip:AddLine(" ") end
tooltip:AddLine(ns.RenderLinks(self.note), 1, 1, 1, true)
end
-- all rewards (achievements, pets, mounts, toys, quests) that can be
-- collected or completed from this node
if self.rewards and ns:GetOpt('show_loot') then
local firstAchieve, firstOther = true, true
for i, reward in ipairs(self.rewards) do
-- Add a blank line between achievements and other rewards
local isAchieve = IsInstance(reward, ns.reward.Achievement)
local isSpacer = IsInstance(reward, ns.reward.Spacer)
if isAchieve and firstAchieve then
tooltip:AddLine(" ")
firstAchieve = false
elseif not (isAchieve or isSpacer) and firstOther then
tooltip:AddLine(" ")
firstOther = false
end
reward:Render(tooltip)
end
end
end
-------------------------------------------------------------------------------
------------------------------------ CAVE -------------------------------------
-------------------------------------------------------------------------------
local Cave = Class('Cave', Node, {
icon = 'door_down',
scale = 1.2,
group = ns.groups.CAVE
})
function Cave:Initialize(attrs)
Node.Initialize(self, attrs)
if self.parent == nil then
error('One or more parent nodes are required for Cave nodes')
elseif IsInstance(self.parent, Node) then
-- normalize parent nodes as tables instead of single values
self.parent = {self.parent}
end
end
function Cave:IsEnabled()
local function HasEnabledParent()
for i, parent in ipairs(self.parent) do
if parent:IsEnabled() then
return true
end
end
return false
end
-- Check if all our parents are hidden
if not HasEnabledParent() then return false end
return Node.IsEnabled(self)
end
-------------------------------------------------------------------------------
------------------------------------ INTRO ------------------------------------
-------------------------------------------------------------------------------
local Intro = Class('Intro', Node, {
icon = 'quest_yellow',
scale = 3,
group = ns.groups.INTRO,
})
-------------------------------------------------------------------------------
------------------------------------- NPC -------------------------------------
-------------------------------------------------------------------------------
local NPC = Class('NPC', Node)
function NPC:Initialize(attrs)
Node.Initialize(self, attrs)
if not self.id then error('id required for NPC nodes') end
end
function NPC.getters:label()
return ("unit:Creature-0-0-0-0-%d"):format(self.id)
end
-------------------------------------------------------------------------------
---------------------------------- PETBATTLE ----------------------------------
-------------------------------------------------------------------------------
local PetBattle = Class('PetBattle', NPC, {
icon = 'paw_yellow',
scale = 1.2,
group = ns.groups.PETBATTLE
})
-------------------------------------------------------------------------------
------------------------------------ QUEST ------------------------------------
-------------------------------------------------------------------------------
local Quest = Class('Quest', Node, {
note = AVAILABLE_QUEST,
group = ns.groups.QUEST
})
function Quest:Initialize(attrs)
Node.Initialize(self, attrs)
C_QuestLog.GetTitleForQuestID(self.quest[1]) -- fetch info from server
end
function Quest.getters:icon()
return self.daily and 'quest_blue' or 'quest_yellow'
end
function Quest.getters:label()
return C_QuestLog.GetTitleForQuestID(self.quest[1])
end
-------------------------------------------------------------------------------
------------------------------------ RARE -------------------------------------
-------------------------------------------------------------------------------
local Rare = Class('Rare', NPC, {
scale = 1.2,
group = ns.groups.RARE
})
function Rare.getters:icon()
return self:IsCollected() and 'skull_white' or 'skull_blue'
end
function Rare:IsEnabled()
if ns:GetOpt('hide_done_rares') and self:IsCollected() then return false end
return NPC.IsEnabled(self)
end
function Rare:GetGlow(map)
local glow = NPC.GetGlow(self, map)
if glow then return glow end
if ns:GetOpt('development') and not self.quest then
local _, scale, alpha = self:GetDisplayInfo(map)
self._glow.alpha = alpha
self._glow.scale = scale
self._glow.r, self._glow.g, self._glow.b = 1, 0, 0
return self._glow
end
end
-------------------------------------------------------------------------------
---------------------------------- TREASURE -----------------------------------
-------------------------------------------------------------------------------
local Treasure = Class('Treasure', Node, {
icon = 'chest_gray',
scale = 1.3,
group = ns.groups.TREASURE
})
function Treasure.getters:label()
if not self.rewards then return UNKNOWN end
for i, reward in ipairs(self.rewards) do
if IsInstance(reward, ns.reward.Achievement) then
return GetAchievementCriteriaInfoByID(reward.id, reward.criteria[1].id)
end
end
return UNKNOWN
end
function Treasure:GetGlow(map)
local glow = Node.GetGlow(self, map)
if glow then return glow end
if ns:GetOpt('development') and not self.quest then
local _, scale, alpha = self:GetDisplayInfo(map)
self._glow.alpha = alpha
self._glow.scale = scale
self._glow.r, self._glow.g, self._glow.b = 1, 0, 0
return self._glow
end
end
-------------------------------------------------------------------------------
----------------------------------- SUPPLY ------------------------------------
-------------------------------------------------------------------------------
local Supply = Class('Supply', Treasure, {
icon = 'star_chest',
scale = 2,
group = ns.groups.SUPPLY
})
-------------------------------------------------------------------------------
ns.node = {
Node=Node,
Cave=Cave,
Intro=Intro,
NPC=NPC,
PetBattle=PetBattle,
Quest=Quest,
Rare=Rare,
Supply=Supply,
Treasure=Treasure
}