Respond to gaining/losing a Breakable skill

The mod now reacts by adding or removing the Breakable button row when the player gains or loses an appropriate skill or profession. So if you train Enchanting, a disenchant bar will be added and if you unlearn it it will go away, for example.
This commit is contained in:
2022-09-22 21:18:06 -05:00
parent a27b2a7301
commit 59b1cafee3

View File

@ -339,12 +339,28 @@ function Breakables:InitLDB()
end
end
function Breakables:OnEnable()
function Breakables:SetCapabilities()
CanMill = IsUsableSpell(GetSpellInfo(MillingId))
CanProspect = IsUsableSpell(GetSpellInfo(ProspectingId))
CanDisenchant = IsUsableSpell(GetSpellInfo(DisenchantId))
CanPickLock = IsUsableSpell(GetSpellInfo(PickLockId))
end
function Breakables:OnSpellsChanged()
local couldMill = CanMill
local couldProspect = CanProspect
local couldDisenchant = CanDisenchant
local couldPick = CanPickLock
self:SetCapabilities()
if couldMill ~= CanMill or couldProspect ~= CanProspect or couldDisenchant ~= CanDisenchant or couldPick ~= CanPickLock then
self:SetupButtons()
end
end
function Breakables:OnEnable()
self:SetCapabilities()
self.EnchantingLevel = 0
LibStub("AceConfig-3.0"):RegisterOptionsTable("Breakables", self:GetOptions(), "breakables")
@ -361,7 +377,16 @@ function Breakables:OnEnable()
self:RegisterEvents()
if CanMill or CanProspect or CanDisenchant or CanPickLock then
self:SetupButtons()
end
local canBreakSomething = function()
return CanMill or CanProspect or CanDisenchant or CanPickLock
end
function Breakables:SetupButtons()
numEligibleProfessions = 0
if canBreakSomething() then
if CanMill then
numEligibleProfessions = numEligibleProfessions + 1
end
@ -387,7 +412,7 @@ function Breakables:OnEnable()
end
self.frame:SetScript("OnUpdate", self.frame.OnUpdateFunc)
else
self:UnregisterAllEvents()
self:ToggleButtonFrameVisibility(false)
end
end
@ -416,14 +441,13 @@ function Breakables:RegisterEvents()
self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnLeaveCombat")
self:RegisterEvent("MODIFIER_STATE_CHANGED", "FindBreakables")
self:RegisterEvent("SPELLS_CHANGED", "OnSpellsChanged")
if CanDisenchant and ShouldHookTradeskillUpdate then
if ShouldHookTradeskillUpdate then
self:RegisterEvent("TRADE_SKILL_UPDATE", "OnTradeSkillUpdate")
end
if CanPickLock then
self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED", "OnSpellCastSucceeded")
end
self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED", "OnSpellCastSucceeded")
if UnitCanPetBattle then
self:RegisterEvent("PET_BATTLE_OPENING_START", "PetBattleStarted")
@ -489,12 +513,16 @@ function Breakables:OnLeaveCombat()
end
function Breakables:OnTradeSkillUpdate()
if not CanDisenchant then
return
end
self:GetEnchantingLevel()
self:FindBreakables()
end
function Breakables:OnSpellCastSucceeded(evt, unit, guid, spell)
if spell ~= PickLockId then
if spell ~= PickLockId or not CanPickLock then
return
end
@ -765,84 +793,86 @@ function Breakables:GetOptions()
hidden = function() return not IsIgnoringAnything() end,
order = 31,
},
},
}
if CanDisenchant then
opts.args.showSoulbound = {
type = "toggle",
name = L["Show soulbound items"],
desc = L["Whether or not to display soulbound items as breakables."],
get = function(info)
return self.settings.showSoulbound
end,
set = function(info, v)
self.settings.showSoulbound = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78showSoulbound|r to " .. tostring(self.settings.showSoulbound))
end
self:FindBreakables()
end,
order = 20,
}
if GetNumEquipmentSets or C_EquipmentSet then
opts.args.hideEqManagerItems = {
showSoulbound = {
type = "toggle",
name = L["Hide Eq. Mgr items"],
desc = L["Whether or not to hide items that are part of an equipment set in the game's equipment manager."],
name = L["Show soulbound items"],
desc = L["Whether or not to display soulbound items as breakables."],
get = function(info)
return self.settings.hideEqManagerItems
return self.settings.showSoulbound
end,
set = function(info, v)
self.settings.hideEqManagerItems = v
self.settings.showSoulbound = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideEqManagerItems|r to " .. tostring(self.settings.hideEqManagerItems))
print("|cff33ff99Breakables|r: set |cffffff78showSoulbound|r to " .. tostring(self.settings.showSoulbound))
end
self:FindBreakables()
end,
hidden = function()
return not self.settings.showSoulbound
return not CanDisenchant
end,
order = 21,
}
end
if ShouldShowTabardControls then
opts.args.hideTabards = {
type = "toggle",
name = L["Hide Tabards"],
desc = L["Whether or not to hide tabards from the disenchantable items list."],
get = function(info)
return self.settings.hideTabards
end,
set = function(info, v)
self.settings.hideTabards = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideTabards|r to " .. tostring(self.settings.hideTabards))
end
self:FindBreakables()
end,
order = 22,
}
end
order = 20,
},
},
}
if not IgnoreEnchantingSkillLevelForDisenchant then
opts.args.ignoreEnchantingSkillLevel = {
type = "toggle",
name = L["Ignore Enchanting skill level"],
desc = L["Whether or not items should be shown when Breakables thinks you don't have the appropriate skill level to disenchant it."],
get = function(info)
return self.settings.ignoreEnchantingSkillLevel
end,
set = function(info, v)
self.settings.ignoreEnchantingSkillLevel = v
self:FindBreakables()
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78ignoreEnchantingSkillLevel|r to " .. tostring(self.settings.ignoreEnchantingSkillLevel))
end
end,
order = 10,
}
end
if GetNumEquipmentSets or C_EquipmentSet then
opts.args.hideEqManagerItems = {
type = "toggle",
name = L["Hide Eq. Mgr items"],
desc = L["Whether or not to hide items that are part of an equipment set in the game's equipment manager."],
get = function(info)
return self.settings.hideEqManagerItems
end,
set = function(info, v)
self.settings.hideEqManagerItems = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideEqManagerItems|r to " .. tostring(self.settings.hideEqManagerItems))
end
self:FindBreakables()
end,
hidden = function()
return not CanDisenchant and not self.settings.showSoulbound
end,
order = 21,
}
end
if ShouldShowTabardControls then
opts.args.hideTabards = {
type = "toggle",
name = L["Hide Tabards"],
desc = L["Whether or not to hide tabards from the disenchantable items list."],
get = function(info)
return self.settings.hideTabards
end,
set = function(info, v)
self.settings.hideTabards = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideTabards|r to " .. tostring(self.settings.hideTabards))
end
self:FindBreakables()
end,
order = 22,
}
end
if not IgnoreEnchantingSkillLevelForDisenchant then
opts.args.ignoreEnchantingSkillLevel = {
type = "toggle",
name = L["Ignore Enchanting skill level"],
desc = L["Whether or not items should be shown when Breakables thinks you don't have the appropriate skill level to disenchant it."],
get = function(info)
return self.settings.ignoreEnchantingSkillLevel
end,
set = function(info, v)
self.settings.ignoreEnchantingSkillLevel = v
self:FindBreakables()
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78ignoreEnchantingSkillLevel|r to " .. tostring(self.settings.ignoreEnchantingSkillLevel))
end
end,
order = 10,
}
end
if UnitCanPetBattle then
@ -875,6 +905,11 @@ function Breakables:CreateButtonFrame()
self.buttonFrame = {}
end
for i=numEligibleProfessions+1,#self.buttonFrame do
self.buttonFrame[i]:ClearAllPoints()
self.buttonFrame[i]:Hide()
end
for i=1,numEligibleProfessions do
if not self.buttonFrame[i] then
self.buttonFrame[i] = CreateFrame("Button", "BREAKABLES_BUTTON_FRAME"..i, self.frame, "SecureActionButtonTemplate")
@ -1005,6 +1040,10 @@ function Breakables:FindBreakables(bag)
return
end
if not canBreakSomething() then
return
end
if self.bCombat then
self.bPendingUpdate = true
return