Files
breakables/Breakables.lua
2010-09-27 01:20:54 +00:00

608 lines
18 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("Breakables", false)
Breakables = LibStub("AceAddon-3.0"):NewAddon("Breakables", "AceConsole-3.0", "AceEvent-3.0")
local babbleInv = LibStub("LibBabble-Inventory-3.0"):GetLookupTable()
local MillingId = 51005
local MillingItemSubType = babbleInv["Herb"]
local MillingItemSecondarySubType = babbleInv["Other"]
local CanMill = false
local ProspectingId = 31252
local ProspectingItemSubType = babbleInv["Metal & Stone"]
local CanProspect = false
local DisenchantId = 13262
local DisenchantTypes = {babbleInv["Armor"], babbleInv["Weapon"]}
local CanDisenchant = false
-- item rarity must meet or surpass this to be considered for disenchantability (is that a word?)
local RARITY_UNCOMMON = 2
local IDX_LINK = 1
local IDX_COUNT = 2
local IDX_TYPE = 3
local IDX_TEXTURE = 4
local IDX_BAG = 5
local IDX_SLOT = 6
local IDX_SUBTYPE = 7
local IDX_LEVEL = 8
local IDX_BREAKABLETYPE = 9
local IDX_SOULBOUND = 10
local BREAKABLE_HERB = 1
local BREAKABLE_ORE = 2
local BREAKABLE_DE = 3
local BagUpdateCheckDelay = 1.5
local nextCheck = {}
for i=0,NUM_BAG_SLOTS do
nextCheck[i] = -1
end
local _G = _G
Breakables.optionsFrame = {}
Breakables.nextCheck = nextCheck
function Breakables:OnInitialize()
self.defaults = {
profile = {
buttonFrameLeft = 100,
buttonFrameTop = -100,
hideIfNoBreakables = true,
maxBreakablesToShow = 5,
showSoulbound = false,
hideEqManagerItems = true,
hide = false,
hideInCombat = false,
}
}
self.db = LibStub("AceDB-3.0"):New("BreakablesDB", self.defaults)
self.settings = self.db.profile
self:RegisterChatCommand("brk", "OnSlashCommand")
self:InitLDB()
end
function Breakables:InitLDB()
local LDB = LibStub and LibStub("LibDataBroker-1.1", true)
if (LDB) then
local ldbButton = LDB:NewDataObject("Breakables", {
type = "launcher",
text = L["Breakables"],
icon = "Interface\\Icons\\ability_warrior_sunder",
OnClick = function(button, msg)
self:OnSlashCommand()
end,
})
if ldbButton then
function ldbButton:OnTooltipShow()
self:AddLine(L["Breakables"] .. " @project-version@")
self:AddLine(L["Click to open Breakables options."], 1, 1, 1)
end
end
end
end
function Breakables:OnEnable()
CanMill = IsUsableSpell(GetSpellInfo(MillingId))
CanProspect = IsUsableSpell(GetSpellInfo(ProspectingId))
CanDisenchant = IsUsableSpell(GetSpellInfo(DisenchantId))
LibStub("AceConfig-3.0"):RegisterOptionsTable("Breakables", self:GetOptions(), "breakables")
self.optionsFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("Breakables")
self:RegisterEvents()
if CanMill or CanProspect or CanDisenchant then
self:CreateButtonFrame()
self.buttonFrame:SetScript("OnUpdate", function() self:CheckShouldFindBreakables() end)
if self.settings.hide then
if self.buttonFrame then
self.buttonFrame:Hide()
end
else
self:FindBreakables()
end
else
self:UnregisterAllEvents()
self.buttonFrame:SetScript("OnUpdate", nil)
end
end
function Breakables:RegisterEvents()
-- would have used ITEM_PUSH here, but that seems to fire after looting and before the bag actually gets the item
-- another alternative is to parse the chat msg, but that seems lame...however, that should only fire once as opposed to BAG_UPDATE's potential double-fire
self:RegisterEvent("BAG_UPDATE", "OnItemReceived")
self:RegisterEvent("PLAYER_REGEN_DISABLED", "OnEnterCombat")
self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnLeaveCombat")
if CanDisenchant then
self:RegisterEvent("TRADE_SKILL_UPDATE", "OnTradeSkillUpdate")
end
end
function Breakables:OnDisable()
self:UnregisterAllEvents()
self.buttonFrame:SetScript("OnUpdate", nil)
end
function Breakables:OnSlashCommand(input)
InterfaceOptionsFrame_OpenToCategory(self.optionsFrame)
end
function Breakables:OnItemReceived(event, bag)
if bag >= 0 then
nextCheck[bag] = GetTime() + BagUpdateCheckDelay
end
end
function Breakables:CheckShouldFindBreakables()
local latestTime = -1
for i=0,#nextCheck do
if nextCheck[i] > latestTime then
latestTime = nextCheck[i]
end
end
if latestTime > 0 and latestTime <= GetTime() then
self:FindBreakables()
for i=0,#nextCheck do
nextCheck[i] = -1
end
end
end
function Breakables:OnEnterCombat()
self.bCombat = true
if self.settings.hideInCombat then
self.buttonFrame:Hide()
end
end
function Breakables:OnLeaveCombat()
self.bCombat = false
if self.bPendingUpdate or self.settings.hideInCombat then
self.bPendingUpdate = false
self:FindBreakables()
end
end
function Breakables:OnTradeSkillUpdate()
self:GetEnchantingLevel()
end
function Breakables:GetEnchantingLevel()
local skillName, skillType, numAvailable, isExpanded = GetTradeSkillInfo(1)
if skillName == "Enchant" then
local _, rank, maxRank = GetTradeSkillLine()
self.settings.EnchantingLevel = rank
end
end
function Breakables:GetOptions()
local opts = {
name = L["Breakables"],
handler = Breakables,
type = "group",
args = {
intro = {
type = "description",
fontSize = "small",
name = L["Welcome"],
order = 0,
},
hideAlways = {
type = "toggle",
name = L["Hide bar"],
desc = L["This will completely hide the breakables bar whether you have anything to break down or not. Note that you can toggle this in a macro using the /breakables command as well."],
get = function(info)
return self.settings.hide
end,
set = function(info, v)
self.settings.hide = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78maxBreakables|r to " .. tostring(self.settings.hide))
end
if v then
self.buttonFrame:Hide()
else
self.buttonFrame:Show()
self:FindBreakables()
end
end,
order = 1
},
hideNoBreakables = {
type = "toggle",
name = L["Hide if no breakables"],
desc = L["Whether or not to hide the action bar if no breakables are present in your bags"],
get = function(info)
return self.settings.hideIfNoBreakables
end,
set = function(info, v)
self.settings.hideIfNoBreakables = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideIfNoBreakables|r to " .. tostring(self.settings.hideIfNoBreakables))
end
self:FindBreakables()
end,
order = 2,
},
hideInCombat = {
type = "toggle",
name = L["Hide during combat"],
desc = L["Whether or not to hide the breakables bar when you enter combat and show it again when leaving combat."],
get = function(info)
return self.settings.hideInCombat
end,
set = function(info, v)
self.settings.hideInCombat = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideInCombat|r to " .. tostring(self.settings.hideInCombat))
end
end,
order = 3,
},
maxBreakables = {
type = 'range',
name = L["Max number to display"],
desc = L["How many breakable buttons to display next to the profession button at maximum"],
min = 1,
max = 50,
step = 1,
get = function(info)
return self.settings.maxBreakablesToShow
end,
set = function(info, v)
self.settings.maxBreakablesToShow = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78maxBreakables|r to " .. tostring(self.settings.maxBreakablesToShow))
end
self:FindBreakables()
end,
order = 4,
},
},
}
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,
}
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 self.settings.showSoulbound
end,
order = 21,
}
end
return opts
end
function Breakables:CreateButtonFrame()
if not self.buttonFrame then
self.buttonFrame = CreateFrame("Button", "BreakablesButtonFrame1", UIParent, "SecureActionButtonTemplate")
end
self.buttonFrame:SetPoint("TOPLEFT", UIParent, "TOPLEFT", self.settings.buttonFrameLeft, self.settings.buttonFrameTop)
if not self.buttonFrame.icon then
self.buttonFrame.icon = self.buttonFrame:CreateTexture(nil, "BACKGROUND")
end
if CanMill or CanProspect or CanDisenchant then
self.buttonFrame:SetWidth(40)
self.buttonFrame:SetHeight(40)
self.buttonFrame:EnableMouse(true)
self.buttonFrame:RegisterForClicks("LeftButtonUp")
self.buttonFrame:SetMovable(true)
self.buttonFrame:RegisterForDrag("LeftButton")
self.buttonFrame:SetScript("OnMouseDown", function() self:OnMouseDown() end)
self.buttonFrame:SetScript("OnMouseUp", function() self:OnMouseUp() end)
self.buttonFrame:SetClampedToScreen(true)
local spellName, _, texture = GetSpellInfo((CanMill and MillingId) or (CanProspect and ProspectingId) or DisenchantId)
self.buttonFrame:SetAttribute("type1", "spell")
self.buttonFrame:SetAttribute("spell1", spellName)
self.buttonFrame.icon:SetTexture(texture)
self.buttonFrame.icon:SetAllPoints(self.buttonFrame)
else
self.buttonFrame:SetTexture(nil)
end
end
function Breakables:OnMouseDown()
if IsShiftKeyDown() then
self.buttonFrame:StartMoving()
end
end
function Breakables:OnMouseUp()
self.buttonFrame:StopMovingOrSizing()
local _, _, _, xOff, yOff = self.buttonFrame:GetPoint(1)
self.settings.buttonFrameLeft = xOff
self.settings.buttonFrameTop = yOff
end
function Breakables:FindBreakables(bag)
if self.settings.hide then
return
end
if self.bCombat then
self.bPendingUpdate = true
return
end
local foundBreakables = {}
local i=1
local numBreakableStacks = 0
for bagId=0,NUM_BAG_SLOTS do
-- this is where i tried to throttle updates...can't just yet since the full breakables list is rebuilt every time this function is called
-- consider ways of caching off the last-known state of all breakables
--if bag == nil or bag == bagId then
local found = self:FindBreakablesInBag(bagId)
for n=1,#found do
local addedToExisting = self:MergeBreakables(found[n], foundBreakables)
if not addedToExisting then
foundBreakables[i] = found[n]
i = i + 1
end
end
--end
end
self:SortBreakables(foundBreakables)
for i=1,#foundBreakables do
local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL])
if (CanDisenchant and isDisenchantable) or foundBreakables[i][IDX_COUNT] >= 5 then
if not self.breakableButtons then
self.breakableButtons = {}
end
numBreakableStacks = numBreakableStacks + 1
local btn = self.breakableButtons[numBreakableStacks]
if not self.breakableButtons[numBreakableStacks] then
self.breakableButtons[numBreakableStacks] = CreateFrame("Button", "BreakablesButtonStackFrame"..numBreakableStacks, self.buttonFrame, "SecureActionButtonTemplate")
btn = self.breakableButtons[numBreakableStacks]
btn:SetPoint("LEFT", numBreakableStacks == 1 and self.buttonFrame or self.breakableButtons[numBreakableStacks - 1], "RIGHT")
btn:SetWidth(40)
btn:SetHeight(40)
btn:EnableMouse(true)
btn:RegisterForClicks("AnyUp")
btn:SetAttribute("type", "macro")
-- btn:SetAttribute("type1", "item")
-- btn:SetAttribute("bag1", foundBreakables[i][IDX_BAG])
-- btn:SetAttribute("slot1", foundBreakables[i][IDX_SLOT])
if not btn.text then
btn.text = btn:CreateFontString()
btn.text:SetPoint("BOTTOM", btn, "BOTTOM", 0, 2)
end
btn.text:SetFont(NumberFont_Outline_Med:GetFont(), 10, "OUTLINE")
if not btn.icon then
btn.icon = btn:CreateTexture(nil, "BACKGROUND")
end
btn.icon:SetAllPoints(btn)
end
if not isDisenchantable then
btn.text:SetText(foundBreakables[i][IDX_COUNT].." ("..(floor(foundBreakables[i][IDX_COUNT]/5))..")")
end
local BreakableAbilityName = GetSpellInfo((foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_HERB and MillingId) or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_ORE and ProspectingId) or DisenchantId)
btn:SetAttribute("macrotext", "/cast "..BreakableAbilityName.."\n/use "..foundBreakables[i][IDX_BAG].." "..foundBreakables[i][IDX_SLOT])
btn.icon:SetTexture(foundBreakables[i][IDX_TEXTURE])
btn:SetScript("OnEnter", function(this) self:OnEnterBreakableButton(this, foundBreakables[i]) end)
btn:SetScript("OnLeave", function() self:OnLeaveBreakableButton(foundBreakables[i]) end)
btn:Show()
if numBreakableStacks >= self.settings.maxBreakablesToShow then
break
end
end
end
if self.breakableButtons and numBreakableStacks < #self.breakableButtons then
for i=numBreakableStacks+1,#self.breakableButtons do
self.breakableButtons[i]:Hide()
self.breakableButtons[i].icon:SetTexture(nil)
end
end
if self.buttonFrame then
if numBreakableStacks == 0 and self.settings.hideIfNoBreakables then
self.buttonFrame:Hide()
else
self.buttonFrame:Show()
end
end
end
function Breakables:OnEnterBreakableButton(this, breakable)
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetBagItem(breakable[IDX_BAG], breakable[IDX_SLOT])
end
function Breakables:OnLeaveBreakableButton(breakable)
GameTooltip:Hide()
end
function Breakables:FindBreakablesInBag(bagId)
local foundBreakables = {}
local i=1
if GetBagName(bagId) then
for slotId=1,GetContainerNumSlots(bagId) do
local found = self:FindBreakablesInSlot(bagId, slotId)
if found then
local addedToExisting = self:MergeBreakables(found, foundBreakables)
if not addedToExisting then
foundBreakables[i] = found
i = i + 1
end
end
end
end
return foundBreakables
end
function Breakables:FindBreakablesInSlot(bagId, slotId)
if not self.myTooltip then
self.myTooltip = CreateFrame("GameTooltip", "BreakablesTooltip", nil, "GameTooltipTemplate")
self.myTooltip:SetOwner(WorldFrame, "ANCHOR_NONE")
end
local texture, itemCount, locked, quality, readable = GetContainerItemInfo(bagId, slotId)
if texture then
local itemLink = GetContainerItemLink(bagId, slotId)
local _, _, itemRarity, itemLevel, _, itemType, itemSubType, _, _, itemTexture = GetItemInfo(itemLink)
self.myTooltip:SetBagItem(bagId, slotId)
if CanDisenchant and itemRarity and itemRarity >= RARITY_UNCOMMON and self:BreakableIsDisenchantable(itemType, itemLevel) then
local i = 1
local soulbound = false
for i=1,5 do
if _G["BreakablesTooltipTextLeft"..i]:GetText() == ITEM_SOULBOUND then
soulbound = true
break
end
end
local isInEquipmentSet = false
if self.settings.hideEqManagerItems then
isInEquipmentSet = self:IsInEquipmentSet(self:GetItemIdFromLink(itemLink))
end
local shouldHideThisItem = self.settings.hideEqManagerItems and isInEquipmentSet
if (not soulbound or self.settings.showSoulbound) and not shouldHideThisItem then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_DE, soulbound}
else
return nil
end
end
local extraInfo = BreakablesTooltipTextLeft2:GetText()
if CanMill and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType) and extraInfo == ITEM_MILLABLE then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false}
end
if CanProspect and itemSubType == ProspectingItemSubType and extraInfo == ITEM_PROSPECTABLE then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false}
end
end
return nil
end
function Breakables:IsInEquipmentSet(itemId)
for setIdx=1, GetNumEquipmentSets() do
local set = GetEquipmentSetInfo(setIdx)
local itemArray = GetEquipmentSetItemIDs(set)
for i=1, EQUIPPED_LAST do
if itemArray[i] and itemArray[i] == itemId then
return true
end
end
end
return false
end
function Breakables:GetItemIdFromLink(itemLink)
local _, foundItemId = strsplit(":", itemLink)
return tonumber(foundItemId)
end
function Breakables:MergeBreakables(foundBreakable, breakableList)
local foundItemId = self:GetItemIdFromLink(foundBreakable[IDX_LINK])
for n=1,#breakableList do
local listItemId = self:GetItemIdFromLink(breakableList[n][IDX_LINK])
if foundItemId == listItemId then
breakableList[n][IDX_COUNT] = breakableList[n][IDX_COUNT] + foundBreakable[IDX_COUNT]
return true
end
end
return false
end
function Breakables:SortBreakables(foundBreakables)
for i=1,#foundBreakables do
local iId = self:GetItemIdFromLink(foundBreakables[i][IDX_LINK])
for j=i,#foundBreakables do
local jId = self:GetItemIdFromLink(foundBreakables[j][IDX_LINK])
if iId < jId then
local temp = foundBreakables[i]
foundBreakables[i] = foundBreakables[j]
foundBreakables[j] = temp
end
end
end
end
function Breakables:BreakableIsDisenchantable(itemType, itemLevel)
for i=1,#DisenchantTypes do
if DisenchantTypes[i] == itemType then
-- todo: figure out if the iLevel works with our enchanting skill level.
-- formula (from http://www.wowwiki.com/Disenchanting): 5*ceiling(iLevel,5)-100
return true
end
end
return false
end