mirror of
https://github.com/parnic/breakables.git
synced 2025-06-17 01:41:51 -05:00
- replaced check for "Soulbound" in an item tooltip with ITEM_SOULBOUND (oops) - replaced a getglobal with _G - added ability to hide soulbound disenchantable items that are part of an equipment manager set (since some quest rewards and such are soulbound but the player doesn't actually use them) - hid the "show soulbound items" and the new "hide equipment manager items" options to non-enchanters since they didn't do anything for them anyway
473 lines
14 KiB
Lua
473 lines
14 KiB
Lua
Breakables = LibStub("AceAddon-3.0"):NewAddon("Breakables", "AceConsole-3.0", "AceEvent-3.0")
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local babbleInv = LibStub("LibBabble-Inventory-3.0"):GetLookupTable()
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local MillingId = 51005
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local MillingItemSubType = babbleInv["Herb"]
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local MillingItemSecondarySubType = babbleInv["Other"]
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local CanMill = false
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local ProspectingId = 31252
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local ProspectingItemSubType = babbleInv["Metal & Stone"]
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local CanProspect = false
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local DisenchantId = 13262
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local DisenchantTypes = {babbleInv["Armor"], babbleInv["Weapon"]}
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local CanDisenchant = 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 IDX_LINK = 1
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local IDX_COUNT = 2
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local IDX_TYPE = 3
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local IDX_TEXTURE = 4
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local IDX_BAG = 5
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local IDX_SLOT = 6
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local IDX_SUBTYPE = 7
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local IDX_LEVEL = 8
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local IDX_BREAKABLETYPE = 9
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local IDX_SOULBOUND = 10
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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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Breakables.optionsFrame = {}
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function Breakables:OnInitialize()
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self.defaults = {
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profile = {
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buttonFrameLeft = 100,
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buttonFrameTop = -100,
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hideIfNoBreakables = true,
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maxBreakablesToShow = 5,
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showSoulbound = false,
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hideEqManagerItems = true,
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}
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}
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self.db = LibStub("AceDB-3.0"):New("BreakablesDB", self.defaults)
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self.settings = self.db.profile
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self:RegisterChatCommand("brk", "OnSlashCommand")
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end
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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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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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self:RegisterEvents()
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if CanMill or CanProspect or CanDisenchant then
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self:CreateButtonFrame()
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else
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self:UnregisterAllEvents()
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end
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end
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function Breakables:RegisterEvents()
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-- would have used ITEM_PUSH here, but that seems to fire after looting and before the bag actually gets the item
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-- 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
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self:RegisterEvent("BAG_UPDATE", "OnItemReceived")
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self:RegisterEvent("PLAYER_REGEN_DISABLED", "OnEnterCombat")
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self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnLeaveCombat")
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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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end
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function Breakables:OnDisable()
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self:UnregisterAllEvents()
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end
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function Breakables:OnSlashCommand(input)
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InterfaceOptionsFrame_OpenToCategory(self.optionsFrame)
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end
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function Breakables:OnItemReceived(bag)
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self:FindBreakables()
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end
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function Breakables:OnEnterCombat()
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self.bCombat = true
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end
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function Breakables:OnLeaveCombat()
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self.bCombat = false
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if self.bPendingUpdate then
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self.bPendingUpdate = false
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self:FindBreakables()
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end
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end
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function Breakables:OnTradeSkillUpdate()
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self:GetEnchantingLevel()
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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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if skillName == "Enchant" then
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local _, rank, maxRank = GetTradeSkillLine()
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self.settings.EnchantingLevel = rank
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end
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end
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function Breakables:GetOptions()
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local opts = {
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name = "Breakables",
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handler = Breakables,
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type = "group",
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args = {
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hideNoBreakables = {
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type = "toggle",
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name = "Hide if no breakables",
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desc = "Whether or not to hide the action bar if no breakables are present in your bags",
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get = function(info)
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return self.settings.hideIfNoBreakables
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end,
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set = function(info, v)
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self.settings.hideIfNoBreakables = v
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self:FindBreakables()
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end,
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order = 1,
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},
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maxBreakables = {
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type = 'range',
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name = 'Max number to display',
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desc = 'How many breakable buttons to display next to the profession button at maximum',
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min = 1,
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max = 50,
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step = 1,
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get = function(info)
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return self.settings.maxBreakablesToShow
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end,
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set = function(info, v)
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self.settings.maxBreakablesToShow = v
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self:FindBreakables()
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end,
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order = 2,
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},
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},
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}
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if CanDisenchant then
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opts.args.showSoulbound = {
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type = "toggle",
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name = "Show soulbound items",
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desc = "Whether or not to display soulbound items as breakables.",
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get = function(info)
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return self.settings.showSoulbound
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end,
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set = function(info, v)
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self.settings.showSoulbound = v
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self:FindBreakables()
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end,
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order = 3,
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}
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opts.args.hideSoulboundIfInEquipmentManager = {
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type = "toggle",
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name = "Hide Eq. Mgr items",
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desc = "Whether or not to hide items that are part of an equipment set in the game's equipment manager.",
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get = function(info)
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return self.settings.hideEqManagerItems
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end,
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set = function(info, v)
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self.settings.hideEqManagerItems = v
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self:FindBreakables()
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end,
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hidden = function()
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return not self.settings.showSoulbound
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end,
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order = 4,
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}
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end
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return opts
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end
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function Breakables:CreateButtonFrame()
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if not self.buttonFrame then
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self.buttonFrame = CreateFrame("Button", "BreakablesButtonFrame1", UIParent, "SecureActionButtonTemplate")
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end
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self.buttonFrame:SetPoint("TOPLEFT", UIParent, "TOPLEFT", self.settings.buttonFrameLeft, self.settings.buttonFrameTop)
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if not self.buttonFrame.icon then
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self.buttonFrame.icon = self.buttonFrame:CreateTexture(nil, "BACKGROUND")
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end
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if CanMill or CanProspect or CanDisenchant then
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self.buttonFrame:SetWidth(40)
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self.buttonFrame:SetHeight(40)
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self.buttonFrame:EnableMouse(true)
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self.buttonFrame:RegisterForClicks("LeftButtonUp")
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self.buttonFrame:SetMovable(true)
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self.buttonFrame:RegisterForDrag("LeftButton")
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self.buttonFrame:SetScript("OnMouseDown", function() self:OnMouseDown() end)
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self.buttonFrame:SetScript("OnMouseUp", function() self:OnMouseUp() end)
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self.buttonFrame:SetClampedToScreen(true)
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local spellName, _, texture = GetSpellInfo((CanMill and MillingId) or (CanProspect and ProspectingId) or DisenchantId)
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self.buttonFrame:SetAttribute("type1", "spell")
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self.buttonFrame:SetAttribute("spell1", spellName)
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self.buttonFrame.icon:SetTexture(texture)
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self.buttonFrame.icon:SetAllPoints(self.buttonFrame)
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else
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self.buttonFrame:SetTexture(nil)
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end
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end
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function Breakables:OnMouseDown()
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if IsShiftKeyDown() then
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self.buttonFrame:StartMoving()
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end
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end
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function Breakables:OnMouseUp()
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self.buttonFrame:StopMovingOrSizing()
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local _, _, _, xOff, yOff = self.buttonFrame:GetPoint(1)
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self.settings.buttonFrameLeft = xOff
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self.settings.buttonFrameTop = yOff
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end
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function Breakables:FindBreakables()
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if self.bCombat then
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self.bPendingUpdate = true
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return
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end
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local foundBreakables = {}
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local i=1
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local numBreakableStacks = 0
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for bagId=0,NUM_BAG_SLOTS do
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local found = self:FindBreakablesInBag(bagId)
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for n=1,#found do
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local addedToExisting = self:MergeBreakables(found[n], foundBreakables)
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if not addedToExisting then
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foundBreakables[i] = found[n]
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i = i + 1
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end
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end
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end
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self:SortBreakables(foundBreakables)
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for i=1,#foundBreakables do
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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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if not self.breakableButtons then
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self.breakableButtons = {}
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end
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numBreakableStacks = numBreakableStacks + 1
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if not self.breakableButtons[numBreakableStacks] then
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self.breakableButtons[numBreakableStacks] = CreateFrame("Button", "BreakablesButtonStackFrame"..numBreakableStacks, self.buttonFrame, "SecureActionButtonTemplate")
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end
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local btn = self.breakableButtons[numBreakableStacks]
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btn:SetPoint("LEFT", numBreakableStacks == 1 and self.buttonFrame or self.breakableButtons[numBreakableStacks - 1], "RIGHT")
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btn:SetWidth(40)
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btn:SetHeight(40)
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btn:EnableMouse(true)
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btn:RegisterForClicks("AnyUp")
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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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btn:SetAttribute("type", "macro")
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btn:SetAttribute("macrotext", "/cast "..BreakableAbilityName.."\n/use "..foundBreakables[i][IDX_BAG].." "..foundBreakables[i][IDX_SLOT])
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-- btn:SetAttribute("type1", "item")
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-- btn:SetAttribute("bag1", foundBreakables[i][IDX_BAG])
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-- btn:SetAttribute("slot1", foundBreakables[i][IDX_SLOT])
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if not btn.text then
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btn.text = btn:CreateFontString()
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btn.text:SetPoint("BOTTOM", btn, "BOTTOM", 0, 2)
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end
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btn.text:SetFont("Fonts\\FRIZQT__.TTF", 11, "OUTLINE")
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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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end
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btn:SetScript("OnEnter", function(this) self:OnEnterBreakableButton(this, foundBreakables[i]) end)
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btn:SetScript("OnLeave", function() self:OnLeaveBreakableButton(foundBreakables[i]) end)
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if not btn.icon then
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btn.icon = btn:CreateTexture(nil, "BACKGROUND")
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end
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btn.icon:SetTexture(foundBreakables[i][IDX_TEXTURE])
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btn.icon:SetAllPoints(btn)
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if numBreakableStacks >= self.settings.maxBreakablesToShow then
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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 self.breakableButtons and numBreakableStacks < #self.breakableButtons then
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for i=numBreakableStacks+1,#self.breakableButtons do
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self.breakableButtons[i].icon:SetTexture(nil)
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self.breakableButtons[i].text:SetText()
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self.breakableButtons[i]:EnableMouse(false)
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end
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end
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if self.buttonFrame then
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if numBreakableStacks == 0 and self.settings.hideIfNoBreakables then
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self.buttonFrame:Hide()
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else
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self.buttonFrame:Show()
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end
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end
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end
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function Breakables:OnEnterBreakableButton(this, breakable)
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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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end
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function Breakables:OnLeaveBreakableButton(breakable)
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GameTooltip:Hide()
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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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if GetBagName(bagId) then
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for slotId=1,GetContainerNumSlots(bagId) do
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local found = self:FindBreakablesInSlot(bagId, slotId)
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if found then
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local addedToExisting = self:MergeBreakables(found, foundBreakables)
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if not addedToExisting then
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foundBreakables[i] = found
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i = i + 1
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end
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end
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end
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end
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return foundBreakables
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end
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function Breakables:FindBreakablesInSlot(bagId, slotId)
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if not self.myTooltip then
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self.myTooltip = CreateFrame("GameTooltip", "BreakablesTooltip", nil, "GameTooltipTemplate")
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self.myTooltip:SetOwner(WorldFrame, "ANCHOR_NONE")
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end
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local texture, itemCount, locked, quality, readable = GetContainerItemInfo(bagId, slotId)
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if texture then
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local itemLink = GetContainerItemLink(bagId, slotId)
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local _, _, itemRarity, itemLevel, _, itemType, itemSubType, _, _, itemTexture = GetItemInfo(itemLink)
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self.myTooltip:SetBagItem(bagId, slotId)
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if CanDisenchant and itemRarity and itemRarity >= RARITY_UNCOMMON and self:BreakableIsDisenchantable(itemType, itemLevel) then
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local i = 1
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local soulbound = false
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for i=1,5 do
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if _G["BreakablesTooltipTextLeft"..i]:GetText() == ITEM_SOULBOUND then
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soulbound = true
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break
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end
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end
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local isInEquipmentSet = false
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if self.settings.hideEqManagerItems then
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isInEquipmentSet = self:IsInEquipmentSet(self:GetItemIdFromLink(itemLink))
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end
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local shouldHideThisItem = self.settings.hideEqManagerItems and isInEquipmentSet
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if (not soulbound or self.settings.showSoulbound) and not shouldHideThisItem then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_DE, soulbound}
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else
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return nil
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end
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end
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local extraInfo = BreakablesTooltipTextLeft2:GetText()
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if CanMill and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType) and extraInfo == ITEM_MILLABLE then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false}
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end
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if CanProspect and itemSubType == ProspectingItemSubType and extraInfo == ITEM_PROSPECTABLE then
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return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false}
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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:IsInEquipmentSet(itemId)
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for setIdx=1, GetNumEquipmentSets() do
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local set = GetEquipmentSetInfo(setIdx)
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local itemArray = GetEquipmentSetItemIDs(set)
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for i=1, EQUIPPED_LAST do
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if itemArray[i] and itemArray[i] == itemId 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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function Breakables:GetItemIdFromLink(itemLink)
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local _, foundItemId = strsplit(":", itemLink)
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return tonumber(foundItemId)
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end
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function Breakables:MergeBreakables(foundBreakable, breakableList)
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local foundItemId = self:GetItemIdFromLink(foundBreakable[IDX_LINK])
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for n=1,#breakableList do
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local listItemId = self:GetItemIdFromLink(breakableList[n][IDX_LINK])
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if foundItemId == listItemId then
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breakableList[n][IDX_COUNT] = breakableList[n][IDX_COUNT] + foundBreakable[IDX_COUNT]
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return true
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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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function Breakables:SortBreakables(foundBreakables)
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for i=1,#foundBreakables do
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local iId = self:GetItemIdFromLink(foundBreakables[i][IDX_LINK])
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for j=i,#foundBreakables do
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local jId = self:GetItemIdFromLink(foundBreakables[j][IDX_LINK])
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if iId < jId then
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local temp = foundBreakables[i]
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foundBreakables[i] = foundBreakables[j]
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foundBreakables[j] = temp
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end
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end
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end
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end
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function Breakables:BreakableIsDisenchantable(itemType, itemLevel)
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for i=1,#DisenchantTypes do
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if DisenchantTypes[i] == itemType then
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-- todo: figure out if the iLevel works with our enchanting skill level.
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-- formula (from http://www.wowwiki.com/Disenchanting): 5*ceiling(iLevel,5)-100
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return true
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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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