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https://github.com/parnic/breakables.git
synced 2025-06-17 01:41:51 -05:00
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8 Commits
Author | SHA1 | Date | |
---|---|---|---|
1e45bfe622 | |||
26d83c425b | |||
8e6867ed44 | |||
a9f1b24563 | |||
a20c5fe54f | |||
e22f4ef334 | |||
c20dabea47 | |||
fa59e6137d |
200
Breakables.lua
200
Breakables.lua
@ -18,6 +18,18 @@ local DisenchantId = 13262
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local DisenchantTypes = {babbleInv["Armor"], babbleInv["Weapon"]}
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local CanDisenchant = false
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local PickLockId = 1804
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local PickableItems = {
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16882, -- battered junkbox
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16883, -- worn junkbox
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16884, -- sturdy junkbox
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16885, -- heavy junkbox
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29569, -- strong junkbox
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43575, -- reinforced junkbox
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63349, -- flame-scarred junkbox
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}
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local CanPickLock = false
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-- item rarity must meet or surpass this to be considered for disenchantability (is that a word?)
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local RARITY_UNCOMMON = 2
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local RARITY_HEIRLOOM = 7
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@ -37,20 +49,21 @@ local IDX_NAME = 11
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local BREAKABLE_HERB = 1
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local BREAKABLE_ORE = 2
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local BREAKABLE_DE = 3
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local BREAKABLE_PICK = 4
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local BagUpdateCheckDelay = 1.5
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local BagUpdateCheckDelay = 1.0
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local nextCheck = {}
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for i=0,NUM_BAG_SLOTS do
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nextCheck[i] = -1
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end
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local buttonSize = 28
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local buttonSize = 45
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local _G = _G
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local validGrowDirections = {L["Left"], L["Right"], L["Up"], L["Down"]}
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-- can be 1 or 2
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-- can be 1, 2, or 3 (in the case of a rogue with pick lock)
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local numEligibleProfessions = 0
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Breakables.optionsFrame = {}
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@ -68,7 +81,7 @@ function Breakables:OnInitialize()
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hide = false,
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hideInCombat = false,
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buttonScale = 1,
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fontSize = 7,
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fontSize = 11,
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growDirection = 2,
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}
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}
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@ -91,18 +104,6 @@ function Breakables:OnInitialize()
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end
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self:InitLDB()
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if LBF then
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LBF:RegisterSkinCallback("Breakables", self.ButtonFacadeCallback, self)
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lbfGroup = LBF:Group("Breakables")
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if lbfGroup then
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lbfGroup:Skin(self.settings.SkinID,
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self.settings.Gloss,
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self.settings.Backdrop,
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self.settings.Colors)
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end
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end
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end
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function Breakables:ButtonFacadeCallback(SkinID, Gloss, Backdrop, Group, Button, Colors)
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@ -140,13 +141,26 @@ function Breakables:OnEnable()
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CanMill = IsUsableSpell(GetSpellInfo(MillingId))
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CanProspect = IsUsableSpell(GetSpellInfo(ProspectingId))
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CanDisenchant = IsUsableSpell(GetSpellInfo(DisenchantId))
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CanPickLock = IsUsableSpell(GetSpellInfo(PickLockId))
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LibStub("AceConfig-3.0"):RegisterOptionsTable("Breakables", self:GetOptions(), "breakables")
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self.optionsFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("Breakables")
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if LBF then
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LBF:RegisterSkinCallback("Breakables", self.ButtonFacadeCallback, self)
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lbfGroup = LBF:Group("Breakables")
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if lbfGroup then
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lbfGroup:Skin(self.settings.SkinID,
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self.settings.Gloss,
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self.settings.Backdrop,
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self.settings.Colors)
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end
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end
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self:RegisterEvents()
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if CanMill or CanProspect or CanDisenchant then
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if CanMill or CanProspect or CanDisenchant or CanPickLock then
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if CanMill then
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numEligibleProfessions = numEligibleProfessions + 1
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end
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@ -156,6 +170,9 @@ function Breakables:OnEnable()
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if CanDisenchant then
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numEligibleProfessions = numEligibleProfessions + 1
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end
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if CanPickLock then
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numEligibleProfessions = numEligibleProfessions + 1
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end
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self:CreateButtonFrame()
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if self.settings.hide then
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@ -199,6 +216,10 @@ function Breakables:RegisterEvents()
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if CanDisenchant then
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self:RegisterEvent("TRADE_SKILL_UPDATE", "OnTradeSkillUpdate")
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end
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if CanPickLock then
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self:RegisterEvent("CHAT_MSG_OPENING", "OnBagItemLockPicked")
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end
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end
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function Breakables:OnDisable()
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@ -255,6 +276,10 @@ function Breakables:OnTradeSkillUpdate()
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self:GetEnchantingLevel()
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end
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function Breakables:OnBagItemLockPicked()
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nextCheck[1] = GetTime() + BagUpdateCheckDelay
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end
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function Breakables:GetEnchantingLevel()
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local skillName, skillType, numAvailable, isExpanded = GetTradeSkillInfo(1)
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@ -443,8 +468,9 @@ end
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function Breakables:CreateButtonFrame()
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if not self.frame then
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self.frame = CreateFrame("Frame")
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self.frame = CreateFrame("Frame", nil, UIParent)
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end
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self.frame:SetScale(self.settings.buttonScale)
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if not self.buttonFrame then
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self.buttonFrame = {}
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end
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@ -462,11 +488,13 @@ function Breakables:CreateButtonFrame()
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frame.type = BREAKABLE_DE
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elseif CanProspect and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_ORE) then
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frame.type = BREAKABLE_ORE
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elseif CanPickLock and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_PICK) then
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frame.type = BREAKABLE_PICK
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end
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if frame.type then
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frame:SetWidth(buttonSize * self.settings.buttonScale)
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frame:SetHeight(buttonSize * self.settings.buttonScale)
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frame:SetWidth(buttonSize)
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frame:SetHeight(buttonSize)
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frame:EnableMouse(true)
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frame:RegisterForClicks("LeftButtonUp")
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@ -512,23 +540,21 @@ function Breakables:CreateButtonFrame()
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end
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function Breakables:GetSpellIdFromProfessionButton(btn)
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return (btn.type == BREAKABLE_HERB and MillingId) or (btn.type == BREAKABLE_ORE and ProspectingId) or DisenchantId
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return (btn.type == BREAKABLE_HERB and MillingId)
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or (btn.type == BREAKABLE_ORE and ProspectingId)
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or (btn.type == BREAKABLE_DE and DisenchantId)
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or PickLockId
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end
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function Breakables:ApplyScale()
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if not self.buttonFrame then
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return
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end
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self.frame:SetScale(self.settings.buttonScale)
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for i=1,numEligibleProfessions do
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-- yes, setscale exists...but it was scaling buttonFrame and breakableButtons differently for some reason. this works better.
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self.buttonFrame[i]:SetWidth(buttonSize * self.settings.buttonScale)
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self.buttonFrame[i]:SetHeight(buttonSize * self.settings.buttonScale)
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if self.breakableButtons[i] then
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for j=1,#self.breakableButtons[i] do
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self.breakableButtons[i][j]:SetWidth(buttonSize * self.settings.buttonScale)
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self.breakableButtons[i][j]:SetHeight(buttonSize * self.settings.buttonScale)
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self.breakableButtons[i][j].text:SetFont(NumberFont_Outline_Med:GetFont(), self.settings.fontSize, "OUTLINE")
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end
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end
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@ -604,7 +630,9 @@ function Breakables:FindBreakables(bag)
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if foundBreakables[i][IDX_BREAKABLETYPE] == self.buttonFrame[j].type and numBreakableStacks[j] < self.settings.maxBreakablesToShow then
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local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL])
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if (CanDisenchant and isDisenchantable) or foundBreakables[i][IDX_COUNT] >= 5 then
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local isLockedItem = foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_PICK
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if (CanDisenchant and isDisenchantable) or (CanPickLock and isLockedItem) or (foundBreakables[i][IDX_COUNT] >= 5) then
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numBreakableStacks[j] = numBreakableStacks[j] + 1
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local btnIdx = numBreakableStacks[j]
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@ -618,8 +646,8 @@ function Breakables:FindBreakables(bag)
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btn.icon = btn:CreateTexture(btn:GetName().."Icon", "BACKGROUND")
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end
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btn:SetWidth(buttonSize * self.settings.buttonScale)
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btn:SetHeight(buttonSize * self.settings.buttonScale)
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btn:SetWidth(buttonSize)
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btn:SetHeight(buttonSize)
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btn:EnableMouse(true)
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btn:RegisterForClicks("AnyUp")
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@ -656,27 +684,51 @@ function Breakables:FindBreakables(bag)
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btn:SetPoint(attachFrom, btnIdx == 1 and self.buttonFrame[j] or self.breakableButtons[j][btnIdx - 1], attachTo)
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if not isDisenchantable then
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btn.text:SetText(foundBreakables[i][IDX_COUNT].." ("..(floor(foundBreakables[i][IDX_COUNT]/5))..")")
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local appendText = ""
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if not isLockedItem then
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appendText = " ("..(floor(foundBreakables[i][IDX_COUNT]/5))..")"
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end
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btn.text:SetText(foundBreakables[i][IDX_COUNT] .. appendText)
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end
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local BreakableAbilityName = GetSpellInfo((foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_HERB and MillingId) or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_ORE and ProspectingId) or DisenchantId)
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local BreakableAbilityName = GetSpellInfo((foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_HERB and MillingId)
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or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_ORE and ProspectingId)
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or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_DE and DisenchantId)
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or PickLockId)
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btn:SetAttribute("spell", BreakableAbilityName)
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btn:SetAttribute("target-item", foundBreakables[i][IDX_NAME])
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if isLockedItem then
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btn:SetAttribute("target-item")
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btn:SetAttribute("target-bag", foundBreakables[i][IDX_BAG])
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btn:SetAttribute("target-slot", foundBreakables[i][IDX_SLOT])
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else
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btn:SetAttribute("target-item", foundBreakables[i][IDX_NAME])
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btn:SetAttribute("target-bag")
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btn:SetAttribute("target-slot")
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end
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if lbfGroup then
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btn.icon:SetTexture(foundBreakables[i][IDX_TEXTURE])
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else
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btn:SetNormalTexture(foundBreakables[i][IDX_TEXTURE])
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end
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btn.bag = foundBreakables[i][IDX_BAG]
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btn.slot = foundBreakables[i][IDX_SLOT]
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if not btn.OnEnterFunc then
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btn.OnEnterFunc = function(this) self:OnEnterBreakableButton(this, foundBreakables[i]) end
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btn.OnEnterFunc = function(this) self:OnEnterBreakableButton(this) end
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end
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if not btn.OnLeaveFunc then
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btn.OnLeaveFunc = function() self:OnLeaveBreakableButton(foundBreakables[i]) end
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btn.OnLeaveFunc = function() self:OnLeaveBreakableButton() end
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end
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if not btn.PostClickedFunc then
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btn.PostClickedFunc = function(this) self:PostClickedBreakableButton(this) end
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end
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btn:SetScript("OnEnter", btn.OnEnterFunc)
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btn:SetScript("OnLeave", btn.OnLeaveFunc)
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btn:SetScript("PostClick", btn.PostClickedFunc)
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btn:Show()
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end
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@ -718,19 +770,25 @@ function Breakables:OnLeaveProfessionButton()
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GameTooltip:Hide()
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end
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function Breakables:OnEnterBreakableButton(this, breakable)
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function Breakables:OnEnterBreakableButton(this)
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GameTooltip:SetOwner(this, "ANCHOR_BOTTOMLEFT")
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GameTooltip:SetBagItem(breakable[IDX_BAG], breakable[IDX_SLOT])
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GameTooltip:SetBagItem(this.bag, this.slot)
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GameTooltip:AddLine(" ")
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GameTooltip:AddLine(L["You can click on this button to break this item without having to click on the profession button first."], 1, 1, 1, 1)
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GameTooltip:Show()
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end
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function Breakables:OnLeaveBreakableButton(breakable)
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function Breakables:OnLeaveBreakableButton()
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GameTooltip:Hide()
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end
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function Breakables:PostClickedBreakableButton(this)
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if this.type == BREAKABLE_HERB or this.type == BREAKABLE_ORE or this.type == BREAKABLE_DE then
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self.justClicked = true
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end
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end
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function Breakables:FindBreakablesInBag(bagId)
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local foundBreakables = {}
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local i=1
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@ -789,20 +847,80 @@ function Breakables:FindBreakablesInSlot(bagId, slotId)
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end
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end
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local extraInfo = BreakablesTooltipTextLeft2:GetText()
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local idx = 1
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local millable = false
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local prospectable = false
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for idx=1,5 do
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if _G["BreakablesTooltipTextLeft"..idx] then
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if _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_MILLABLE then
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millable = true
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break
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elseif _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_PROSPECTABLE then
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prospectable = true
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break
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end
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end
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end
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if CanMill and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType) and extraInfo == ITEM_MILLABLE then
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if CanMill and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType) and millable then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName}
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end
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if CanProspect and itemSubType == ProspectingItemSubType and extraInfo == ITEM_PROSPECTABLE then
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if CanProspect and itemSubType == ProspectingItemSubType and prospectable then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName}
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end
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if CanPickLock and self:ItemIsPickable(self:GetItemIdFromLink(itemLink)) and self:ItemIsLocked(bagId, slotId) then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_PICK, false, itemName}
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end
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end
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return nil
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end
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function Breakables:ItemIsPickable(itemId)
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for i=1,#PickableItems do
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if PickableItems[i] == itemId then
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return true
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end
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end
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return nil
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end
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do
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local regions = {}
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local tooltipBuffer = CreateFrame("GameTooltip","tooltipBuffer",nil,"GameTooltipTemplate")
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tooltipBuffer:SetOwner(WorldFrame, "ANCHOR_NONE")
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local function makeTable(t, ...)
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wipe(t)
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for i = 1, select("#", ...) do
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t[i] = select(i, ...)
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end
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end
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function Breakables:ItemIsLocked(bagId, slotId)
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tooltipBuffer:ClearLines()
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tooltipBuffer:SetBagItem(bagId, slotId)
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-- Grab all regions, stuff em into our table
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makeTable(regions, tooltipBuffer:GetRegions())
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-- Convert FontStrings to strings, replace anything else with ""
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for i=1, #regions do
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local region = regions[i]
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if region:GetObjectType() == "FontString" then
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if region:GetText() == LOCKED then
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return true
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end
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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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function Breakables:IsInEquipmentSet(itemId)
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for setIdx=1, GetNumEquipmentSets() do
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local set = GetEquipmentSetInfo(setIdx)
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|
@ -1,4 +1,4 @@
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## Interface: 40000
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## Interface: 40300
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||||
## Author: Parnic
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## Name: Breakables
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## Title: Breakables |cff7fff7f-Ace3-|r
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|
Reference in New Issue
Block a user