Files
breakables/Breakables.lua

408 lines
12 KiB
Lua

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 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
function Breakables:OnInitialize()
self.defaults = {
profile = {
buttonFrameLeft = 100,
buttonFrameTop = -100,
hideIfNoBreakables = true,
maxBreakablesToShow = 5,
showSoulbound = false,
}
}
self.db = LibStub("AceDB-3.0"):New("BreakablesDB", self.defaults)
self.settings = self.db.profile
-- self:RegisterChatCommand("breakables", "OnSlashCommand")
-- self:RegisterChatCommand("brk", "OnSlashCommand")
LibStub("AceConfig-3.0"):RegisterOptionsTable("Breakables", self:GetOptions(), {"breakables", "brk"})
end
function Breakables:OnEnable()
CanMill = IsUsableSpell(GetSpellInfo(MillingId))
CanProspect = IsUsableSpell(GetSpellInfo(ProspectingId))
CanDisenchant = IsUsableSpell(GetSpellInfo(DisenchantId))
self:RegisterEvents()
if CanMill or CanProspect or CanDisenchant then
self:CreateButtonFrame()
else
self:UnregisterAllEvents()
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()
end
--[[
function Breakables:OnSlashCommand(input)
self:FindBreakables()
end
]]
function Breakables:OnItemReceived(bag)
self:FindBreakables()
end
function Breakables:OnEnterCombat()
self.bCombat = true
end
function Breakables:OnLeaveCombat()
self.bCombat = false
if self.bPendingUpdate 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()
return {
name = "Breakables",
handler = Breakables,
type = "group",
args = {
hideNoBreakables = {
type = "toggle",
name = "Hide bar without breakables",
desc = "Whether or not to hide the action bar if no breakables are present in your bags",
get = function()
return self.settings.hideIfNoBreakables
end,
set = function(v)
self.settings.hideIfNoBreakables = v
self:FindBreakables()
end,
},
--[[ maxBreakables = {
type = 'range',
name = 'Max number of breakables to display',
desc = 'How many breakable buttons to display next to the profession button at maximum',
min = 1,
max = 50,
step = 1,
get = function()
return self.settings.maxBreakablesToShow
end,
set = function(v)
self.settings.maxBreakablesToShow = v
self:FindBreakables()
end,
},
]]
},
}
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()
if self.bCombat then
self.bPendingUpdate = true
return
end
local foundBreakables = {}
local i=1
local numBreakableStacks = 0
for bagId=0,NUM_BAG_SLOTS do
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
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
if not self.breakableButtons[numBreakableStacks] then
self.breakableButtons[numBreakableStacks] = CreateFrame("Button", "BreakablesButtonStackFrame"..numBreakableStacks, self.buttonFrame, "SecureActionButtonTemplate")
end
local 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")
local BreakableAbilityName = GetSpellInfo((foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_HERB and MillingId) or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_ORE and ProspectingId) or DisenchantId)
btn:SetAttribute("type", "macro")
btn:SetAttribute("macrotext", "/cast "..BreakableAbilityName.."\n/use "..foundBreakables[i][IDX_BAG].." "..foundBreakables[i][IDX_SLOT])
-- 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("Fonts\\FRIZQT__.TTF", 11, "OUTLINE")
if not isDisenchantable then
btn.text:SetText(foundBreakables[i][IDX_COUNT].." ("..(floor(foundBreakables[i][IDX_COUNT]/5))..")")
end
btn:SetScript("OnEnter", function() self:OnEnterBreakableButton(foundBreakables[i]) end)
btn:SetScript("OnLeave", function() self:OnLeaveBreakableButton(foundBreakables[i]) end)
if not btn.icon then
btn.icon = btn:CreateTexture(nil, "BACKGROUND")
end
btn.icon:SetTexture(foundBreakables[i][IDX_TEXTURE])
btn.icon:SetAllPoints(btn)
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].icon:SetTexture(nil)
self.breakableButtons[i].text:SetText()
self.breakableButtons[i]:EnableMouse(false)
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(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 getglobal("BreakablesTooltipTextLeft"..i):GetText() == "Soulbound" then
soulbound = true
break
end
end
if not soulbound or self.settings.showSoulbound 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 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:MergeBreakables(foundBreakable, breakableList)
local _, foundItemId = strsplit(":", foundBreakable[IDX_LINK])
for n=1,#breakableList do
local _, listItemId = strsplit(":", 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 = strsplit(":", foundBreakables[i][IDX_LINK])
for j=i,#foundBreakables do
local _, jId = strsplit(":", 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