Added support for combining smaller items into larger ones

Certain types of herbs and ore can be looted that aren't millable/prospectable themselves, but can be used to combine (or unbreak, if you will...) them into an item that can be milled/prospected. It's convenient if the addon offers support for those situations so you can combine the combinables, then break the breakables.
This commit is contained in:
Parnic
2016-10-04 14:12:56 -05:00
parent 466f952018
commit f6641909ed

View File

@ -52,6 +52,16 @@ local MassMilling = {
[128304] = 210116,
}
local HerbCombineItems = {
-- MoP
97619, -- torn green tea leaf
97620, -- rain poppy petal
97621, -- silkweed stem
97622, -- snow lily petal
97623, -- fool's cap spores
97624, -- desecrated herb pod
}
local UnProspectableItems = {
109119, -- WoD True Iron Ore
}
@ -60,6 +70,12 @@ local ProspectingId = 31252
local ProspectingItemSubType = babbleInv["Metal & Stone"]
local CanProspect = false
local OreCombineItems = {
-- MoP
97512, -- ghost iron nugget
97546, -- kyparite fragment
}
local DisenchantId = 13262
local DisenchantTypes = {babbleInv["Armor"], babbleInv["Weapon"]}
local CanDisenchant = false
@ -118,6 +134,7 @@ local BREAKABLE_HERB = 1
local BREAKABLE_ORE = 2
local BREAKABLE_DE = 3
local BREAKABLE_PICK = 4
local BREAKABLE_COMBINE = 5
local BagUpdateCheckDelay = 0.1
local nextCheck = {}
@ -644,6 +661,10 @@ function Breakables:GetSpellIdFromProfessionButton(itemType, itemId)
end
end
if itemType == BREAKABLE_COMBINE then
return nil
end
return (itemType == BREAKABLE_HERB and MillingId)
or (itemType == BREAKABLE_ORE and ProspectingId)
or (itemType == BREAKABLE_DE and DisenchantId)
@ -732,7 +753,7 @@ function Breakables:FindBreakables(bag)
numBreakableStacks[j] = 0
end
if foundBreakables[i][IDX_BREAKABLETYPE] == self.buttonFrame[j].type and numBreakableStacks[j] < self.settings.maxBreakablesToShow then
if (foundBreakables[i][IDX_BREAKABLETYPE] == self.buttonFrame[j].type or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_COMBINE and foundBreakables[i][IDX_COUNT] >= 10)) and numBreakableStacks[j] < self.settings.maxBreakablesToShow then
local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL], foundBreakables[i][IDX_RARITY])
local isLockedItem = foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_PICK
@ -790,7 +811,11 @@ function Breakables:FindBreakables(bag)
if not isDisenchantable then
local appendText = ""
if not isLockedItem then
appendText = " ("..(floor(foundBreakables[i][IDX_COUNT]/5))..")"
local breakStackSize = 5
if foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_COMBINE then
breakStackSize = 10
end
appendText = " ("..(floor(foundBreakables[i][IDX_COUNT]/breakStackSize))..")"
end
btn.text:SetText(foundBreakables[i][IDX_COUNT] .. appendText)
@ -807,6 +832,9 @@ function Breakables:FindBreakables(bag)
btn:SetAttribute("target-bag", foundBreakables[i][IDX_BAG])
btn:SetAttribute("target-slot", foundBreakables[i][IDX_SLOT])
else
btn:SetAttribute("type", "item")
btn:SetAttribute("item", "item:" .. self:GetItemIdFromLink(foundBreakables[i][IDX_LINK]))
end
if lbfGroup then
@ -859,12 +887,15 @@ function Breakables:FindBreakables(bag)
end
function Breakables:OnEnterProfessionButton(btn)
GameTooltip:SetOwner(btn, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetSpellByID(self:GetSpellIdFromProfessionButton(btn.type))
local spellId = self:GetSpellIdFromProfessionButton(btn.type)
if spellId then
GameTooltip:SetOwner(btn, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetSpellByID(spellId)
GameTooltip:AddLine(" ")
GameTooltip:AddLine(L["Hold shift and left-click to drag the Breakables bar around."], 1, 1, 1, 1)
GameTooltip:Show()
GameTooltip:AddLine(" ")
GameTooltip:AddLine(L["Hold shift and left-click to drag the Breakables bar around."], 1, 1, 1, 1)
GameTooltip:Show()
end
end
function Breakables:OnLeaveProfessionButton()
@ -885,7 +916,7 @@ function Breakables:OnLeaveBreakableButton()
end
function Breakables:PostClickedBreakableButton(this)
if this.type == BREAKABLE_HERB or this.type == BREAKABLE_ORE or this.type == BREAKABLE_DE then
if this.type == BREAKABLE_HERB or this.type == BREAKABLE_ORE or this.type == BREAKABLE_DE or this.type == BREAKABLE_COMBINE then
self.justClicked = true
end
end
@ -999,12 +1030,28 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
end
end
if CanMill --[[and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType)]] and millable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName, itemRarity}
if CanMill --[[and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType)]] then
if millable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName, itemRarity}
else
for i=1,#HerbCombineItems do
if HerbCombineItems[i] == itemId then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_COMBINE, false, itemName, itemRarity}
end
end
end
end
if CanProspect --[[and itemSubType == ProspectingItemSubType]] and prospectable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName, itemRarity}
if CanProspect --[[and itemSubType == ProspectingItemSubType]] then
if prospectable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName, itemRarity}
else
for i=1,#OreCombineItems do
if OreCombineItems[i] == itemId then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_COMBINE, false, itemName, itemRarity}
end
end
end
end
if CanPickLock and self:ItemIsPickable(itemId) and self:ItemIsLocked(bagId, slotId) then