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local SLE, T, E, L, V, P, G = unpack(ElvUI_SLE)
local LT = SLE.Loot
local M = E.Misc
--GLOBALS: hooksecurefunc, ChatFrame_AddMessageEventFilter, ChatFrame_RemoveMessageEventFilter, UIParent
local _G = _G
local IsAddOnLoaded = IsAddOnLoaded
local ConfirmLootSlot = ConfirmLootSlot
local QUEUED_STATUS_UNKNOWN = QUEUED_STATUS_UNKNOWN
local LOOT_ROLL_TYPE_GREED = LOOT_ROLL_TYPE_GREED
local IsShiftKeyDown, IsControlKeyDown, IsAltKeyDown = IsShiftKeyDown, IsControlKeyDown, IsAltKeyDown
local SendChatMessage = SendChatMessage
local RollOnLoot, ConfirmLootRoll, CloseLoot = RollOnLoot, ConfirmLootRoll, CloseLoot
local check = false
LT.MaxPlayerLevel = 0
LT.LootItems = 0 --To determine how many items are in our loot cache
LT.LootEvents = { --Events to handle with rolls and stuff
'CONFIRM_DISENCHANT_ROLL', --Group
'CONFIRM_LOOT_ROLL', --Group
'LOOT_BIND_CONFIRM', --Solo
}
LT.Loot = {}
LT.LootTemp = {}
LT.Numbers = {}
LT.IconChannels = {
'CHAT_MSG_BN_CONVERSATION','CHAT_MSG_BN_WHISPER','CHAT_MSG_BN_WHISPER_INFORM',
'CHAT_MSG_CHANNEL','CHAT_MSG_EMOTE','CHAT_MSG_GUILD','CHAT_MSG_INSTANCE_CHAT',
'CHAT_MSG_INSTANCE_CHAT_LEADER','CHAT_MSG_LOOT','CHAT_MSG_OFFICER','CHAT_MSG_PARTY',
'CHAT_MSG_PARTY_LEADER','CHAT_MSG_RAID','CHAT_MSG_RAID_LEADER','CHAT_MSG_RAID_WARNING',
'CHAT_MSG_SAY','CHAT_MSG_SYSTEM','CHAT_MSG_WHISPER','CHAT_MSG_WHISPER_INFORM','CHAT_MSG_YELL',
}
--Checking for master looter/raid leadr/assist role.
--Since ML was removed, this is pretty much useless
local function Check()
for x = 1, GetNumGroupMembers() do
local name, rank, _, _, _, _, _, _, _, _, isML = GetRaidRosterInfo(x)
if name == E.myname then
if isML then
return true
elseif rank == 1 then
return true
elseif rank == 2 then
return true
end
end
end
return false
end
--Checks for modifier keys presse. Required for override option
function LT:ModifierCheck()
local heldModifier = LT.db.announcer.override
local shiftDown = IsShiftKeyDown()
local ctrlDown = IsControlKeyDown()
local altDown = IsAltKeyDown()
if heldModifier == '3' and shiftDown then
return true
elseif heldModifier == '5' and ctrlDown then
return true
elseif heldModifier == '4' and altDown then
return true
elseif heldModifier == '2' then
return true
end
return false
end
--Function to merge multiple identical items into the single line of report
local function Merge()
-- local checking
for i = 1, #(LT.Loot) do
local checking = 1
--Going through the loot list untill we find something in the previous entries then is equal to current item we are checking for duplicated
while LT.Loot[i] ~= LT.Loot[checking] do checking = checking + 1 end
--Check to make sure we didn't find the exact same item we are looking duplicates for
if i ~= checking then
LT.Numbers[i] = LT.Numbers[i] + LT.Numbers[checking] --Increase item count by whatever dupe's count was
--Remove found item from both item list and item count cache
tremove(LT.Numbers, checking)
tremove(LT.Loot, checking)
--Now we have one less line to announce
LT.LootItems = LT.LootItems - 1
end
end
end
--Putting stuff in current loot table
function LT:PopulateTable(qualityPassed)
for i = 1, GetNumLootItems() do
if GetLootSlotType(i) == 1 then --If this loot is actually an item
local _, item, quantity, _, quality = GetLootSlotInfo(i)
local link, ilvl
if quality >= qualityPassed then --If this is not a filthy grey (or whatever filtered quality is)
link = GetLootSlotLink(i)
ilvl = select(4, GetItemInfo(link)) or QUEUED_STATUS_UNKNOWN
--Increasing how many items there were in da loot
LT.LootItems = LT.LootItems + 1
--Putting the message to show for this particular item together
LT.Loot[LT.LootItems] = link --Item link for people to click
LT.Loot[LT.LootItems] = LT.Loot[LT.LootItems]..' (ilvl: '..ilvl..')' --Adding ilvl value on top of that, for proc stuff mostly
LT.Numbers[LT.LootItems] = quantity or 1 --How many of this was looted
end
end
end
--When table is finish, it is time to purge it of hereti... duplicated
Merge()
end
--Figuring out what channel to announce to
local function Channel()
if LT.db.announcer.channel ~= 'SAY' and IsPartyLFG() then
return 'INSTANCE_CHAT'
end
if LT.db.announcer.channel == 'RAID' and not IsInRaid() then
return 'PARTY'
end
return LT.db.announcer.channel
end
--Throwing the booty in chat
function LT:AnnounceList()
for i = 1, LT.LootItems do
if LT.Numbers[i] == 1 then --One of this is looted
SendChatMessage(i..'. '..LT.Loot[i], Channel())
elseif LT.Numbers[i] > 1 then --2+ looted
SendChatMessage(i..'. '..LT.Numbers[i]..'x'..LT.Loot[i], Channel())
end
if i == LT.LootItems then --Table finished = announce complete => nuke it
wipe(LT.Loot)
wipe(LT.Numbers)
LT.LootItems = 0
end
end
end
local t = 0
--Time to figure out what to announce
function LT:Announce(event)
if not IsInGroup() then return end -- not in group, exit.
local NumLootItems = GetNumLootItems()
--Setting quality filter threshold
local quality = LT.db.announcer.quality == 'EPIC' and 4 or LT.db.announcer.quality == 'RARE' and 3 or LT.db.announcer.quality == 'UNCOMMON' and 2
--If auto annouce and you are eligible or in group and modifier selected is pressed, do stuff
if (Check() and LT.db.announcer.auto) or (LT:ModifierCheck() and (IsInGroup() or IsInRaid())) then
--Seeing if this loot is currently being processed/announced
for i = 1,NumLootItems do
if GetLootSlotType(i) == 1 then
for j = 1, t do --For 1 to num of looted items
if GetLootSlotLink(i) == LT.LootTemp[j] then
check = true --we've seen this, quit
end
end
end
end
--If this should be announced
if check == false or LT:ModifierCheck() then
LT:PopulateTable(quality)
if LT.LootItems ~= 0 then
SendChatMessage(L["Loot Dropped:"], Channel())
LT:AnnounceList()
end
end
--Put all this stuff to temp table for check one of this function
for i = 1, NumLootItems do
if GetLootSlotType(i) == 1 then
LT.LootTemp[i] = GetLootSlotLink(i)
end
end
--Setting t for later checks and reseting announce state
--@Darth: I wonder if this can be done via L.LootItems
t = NumLootItems
check = false
end
end
--This will roll for you on greens and shit. Hooked to start roll function
function LT:HandleRoll(event, id)
if not LT.db.autoroll.enable then return end --Auto rolling disabled? GTFO
if not (LT.db.autoroll.autogreed or LT.db.autoroll.autode) then return end --If not auto greed on stuff or auto DE shit, gtfo
local _, name, _, quality, _, _, _, disenchant = GetLootRollItemInfo(id)
local link = GetLootRollItemLink(id)
local itemID = tonumber(strmatch(link, 'item:(%d+)'))
--if this is one of bullshit craft items from old dungeons (e.g. frost orb), you are rtolling greed regardless
if itemID == 43102 or itemID == 52078 then
RollOnLoot(id, LOOT_ROLL_TYPE_GREED)
end
--If XP gain is disabled, we count current level as max level
if IsXPUserDisabled() then LT.MaxPlayerLevel = E.mylevel end
--Don't roll if yout level is not high enough
if (LT.db.autoroll.bylevel and E.mylevel < LT.db.autoroll.level) and E.mylevel ~= LT.MaxPlayerLevel then return end
if LT.db.autoroll.bylevel then --If you are over selected level (Motly on leveling process, where you may need greens)
if IsEquippableItem(link) then --If equippable, then figure out if this is an upgrade for you
local _, _, _, ilvl, _, _, _, _, slot = GetItemInfo(link)
local itemLink = GetInventoryItemLink('player', slot)
local matchItemLevel = itemLink and select(4, GetItemInfo(itemLink)) or 1
if quality ~= 7 and matchItemLevel < ilvl then return end --If legendary or have higher ilvl than item you have in the same slot, don't roll
end
end
if quality <= LT.db.autoroll.autoqlty then --if lesser quality than is set in options
if LT.db.autoroll.autode and disenchant then --If DE is available, roll DE
RollOnLoot(id, 3)
else --Otherwise roll greed
RollOnLoot(id, 2)
end
end
end
--Dealing with events
function LT:HandleEvent(event, ...)
--No auto confirmation of BoP enabled? Not doing shit. Otherwise - confirm and loot
if not LT.db.autoroll.autoconfirm then return end
if event == 'CONFIRM_LOOT_ROLL' or event == 'CONFIRM_DISENCHANT_ROLL' then
local arg1, arg2 = ...
ConfirmLootRoll(arg1, arg2)
elseif event == 'LOOT_OPENED' or event == 'LOOT_BIND_CONFIRM' then
local count = GetNumLootItems()
if count == 0 then CloseLoot() return end
for numslot = 1, count do
ConfirmLootSlot(numslot)
end
end
end
--Toggle module on/off
function LT:Toggle()
if LT.db.enable then
self:RegisterEvent('LOOT_OPENED', 'HandleEvent')
self:RegisterEvent('PLAYER_ENTERING_WORLD', 'LootShow')
else
self:UnregisterEvent('LOOT_OPENED')
self:UnregisterEvent('PLAYER_ENTERING_WORLD')
self:UnregisterEvent('ADDON_LOADED')
end
end
--Toggle auto roll
function LT:AutoToggle()
for i = 1, 3 do
if LT.db.autoroll.autoconfirm and LT.db.enable then
self:RegisterEvent(LT.LootEvents[i], 'HandleEvent')
UIParent:UnregisterEvent(LT.LootEvents[i])
else
UIParent:RegisterEvent(LT.LootEvents[i])
self:UnregisterEvent(LT.LootEvents[i])
end
end
end
--Setting loot history alpha
function LT:LootAlpha()
_G['GroupLootHistoryFrame']:SetAlpha(LT.db.history.alpha or 1)
end
--Setting loot history scale
function LT:LootScale()
_G['GroupLootHistoryFrame']:SetScale(LT.db.history.scale or 1)
end
--Hide loot history frame on exiting dungeon
function LT:LootShow()
local instance = IsInInstance()
if (not instance and LT.db.history.autohide) then
_G['GroupLootHistoryFrame']:Hide()
if SLE._Compatibility['ElvUI_PagedLootHistory'] then _G['ElvUI_PagedLootHistoryFrame']:Hide() end
end
end
--Module update
function LT:Update()
--Setting Elv's option to button that leads to my shit if the module is enabled
LT:Toggle()
LT:AutoToggle()
LT:LootAlpha()
LT:LootScale()
end
--Add icons to loot merssages in chat. This is filter. It always allowes the message to be seen, just alters it if needed
function LT:AddLootIcons(event, message, ...)
--if icons are enabled in this channel, doing icon stuff
if LT.db.looticons.channels[event] then
local function IconForLink(link) --function to get the iconized message
local texture = GetItemIcon(link)
return (LT.db.looticons.position == "LEFT") and "\124T" .. texture .. ":" .. LT.db.looticons.size .. ":"..LT.db.looticons.size..":0:0:64:64:4:60:4:60\124t" .. link or link .. "\124T" .. texture .. ":" .. LT.db.looticons.size .. ":"..LT.db.looticons.size..":0:0:64:64:4:60:4:60\124t"
end
message = gsub(message, "(\124c%x+\124Hitem:.-\124h\124r)", IconForLink)
end
return false, message, ...
end
--Toggle loot icons option
function LT:LootIconToggle()
if LT.db.looticons.enable then
for i = 1, #LT.IconChannels do
ChatFrame_AddMessageEventFilter(LT.IconChannels[i], LT.AddLootIcons)
end
else
for i = 1, #LT.IconChannels do
ChatFrame_RemoveMessageEventFilter(LT.IconChannels[i], LT.AddLootIcons)
end
end
end
function LT:Initialize()
if not SLE.initialized then return end
LT.db = E.db.sle.loot
function LT:ForUpdateAll()
LT.db = E.db.sle.loot
LT:Update()
LT:LootShow()
LT:LootIconToggle()
end
LT.MaxPlayerLevel = GetMaxPlayerLevel()
LT:Update()
hooksecurefunc(M, 'START_LOOT_ROLL', function(self, event, id) LT:HandleRoll(event, id) end)
LT:LootIconToggle()
end
SLE:RegisterModule(LT:GetName())