mirror of
https://github.com/parnic/breakables.git
synced 2025-06-16 17:40:13 -05:00
1019 lines
29 KiB
Lua
1019 lines
29 KiB
Lua
local L = LibStub("AceLocale-3.0"):GetLocale("Breakables", false)
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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 LBF = LibStub("LibButtonFacade", true)
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local lbfGroup
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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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local EnchantingProfessionId = 333
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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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88165, -- vine-cracked junkbox
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4632, -- ornate bronze lockbox
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4633, -- heavy bronze lockbox
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4634, -- iron lockbox
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4636, -- strong iron lockbox
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4637, -- steel lockbox
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4638, -- reinforced steel lockbox
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5758, -- mithril lockbox
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5759, -- throium lockbox
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5760, -- eternium lockbox
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31952, -- khorium lockbox
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43622, -- froststeel lockbox
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43624, -- titanium lockbox
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45986, -- tiny titanium lockbox
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68729, -- elementium lockbox
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88567, -- ghost iron lockbox
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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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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 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 = 1.0
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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 = 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, 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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Breakables.justClicked = false
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function Breakables:OnInitialize()
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self.defaults = {
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profile = {
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buttonFrameLeft = {100, 100},
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buttonFrameTop = {700, 650},
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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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hide = false,
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hideInCombat = false,
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buttonScale = 1,
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fontSize = 11,
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growDirection = 2,
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}
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}
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self.db = LibStub("AceDB-3.0"):New("BreakablesDB", self.defaults, true)
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self.settings = self.db.profile
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self:RegisterChatCommand("brk", "OnSlashCommand")
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if type(self.settings.buttonFrameLeft) ~= "table" then
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local old = self.settings.buttonFrameLeft
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self.settings.buttonFrameLeft = {}
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self.settings.buttonFrameLeft[1] = old
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self.settings.buttonFrameLeft[2] = self.defaults.profile.buttonFrameLeft[2]
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end
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if type(self.settings.buttonFrameTop) ~= "table" then
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local old = self.settings.buttonFrameTop
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self.settings.buttonFrameTop = {}
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self.settings.buttonFrameTop[1] = old
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self.settings.buttonFrameTop[2] = self.defaults.profile.buttonFrameTop[2]
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end
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self:InitLDB()
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end
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function Breakables:ButtonFacadeCallback(SkinID, Gloss, Backdrop, Group, Button, Colors)
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if not Group then
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self.settings.SkinID = SkinID
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self.settings.Gloss = Gloss
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self.settings.Backdrop = Backdrop
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self.settings.Colors = Colors
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end
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end
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function Breakables:InitLDB()
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local LDB = LibStub and LibStub("LibDataBroker-1.1", true)
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if (LDB) then
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local ldbButton = LDB:NewDataObject("Breakables", {
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type = "launcher",
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text = L["Breakables"],
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icon = "Interface\\Icons\\ability_warrior_sunder",
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OnClick = function(button, msg)
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self:OnSlashCommand()
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end,
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})
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if ldbButton then
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function ldbButton:OnTooltipShow()
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self:AddLine(L["Breakables"] .. " @project-version@")
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self:AddLine(L["Click to open Breakables options."], 1, 1, 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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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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self.EnchantingLevel = 0
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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 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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if CanProspect then
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numEligibleProfessions = numEligibleProfessions + 1
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end
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if CanDisenchant then
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numEligibleProfessions = numEligibleProfessions + 1
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self:GetEnchantingLevel()
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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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self:ToggleButtonFrameVisibility(false)
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else
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self:FindBreakables()
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end
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if not self.frame.OnUpdateFunc then
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self.frame.OnUpdateFunc = function() self:CheckShouldFindBreakables() end
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end
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self.frame:SetScript("OnUpdate", self.frame.OnUpdateFunc)
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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:ToggleButtonFrameVisibility(show)
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for i=1,numEligibleProfessions do
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if self.buttonFrame[i] then
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if show == nil then
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show = not self.buttonFrame[i]:IsVisible()
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end
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if not show then
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self.buttonFrame[i]:Hide()
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else
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self.buttonFrame[i]:Show()
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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: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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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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self:UnregisterAllEvents()
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self.frame:SetScript("OnUpdate", nil)
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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(event, bag)
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if self.justClicked then
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self:FindBreakables()
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self.justClicked = false
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elseif not bag or bag >= 0 then
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nextCheck[bag] = GetTime() + BagUpdateCheckDelay
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end
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end
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function Breakables:CheckShouldFindBreakables()
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local latestTime = -1
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for i=0,#nextCheck do
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if nextCheck[i] and nextCheck[i] > latestTime then
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latestTime = nextCheck[i]
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end
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end
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if latestTime > 0 and latestTime <= GetTime() then
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self:FindBreakables()
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for i=0,#nextCheck do
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nextCheck[i] = -1
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end
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end
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end
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function Breakables:OnEnterCombat()
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self.bCombat = true
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if self.settings.hideInCombat then
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self:ToggleButtonFrameVisibility(false)
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end
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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 or self.settings.hideInCombat 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:OnBagItemLockPicked()
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nextCheck[1] = GetTime() + BagUpdateCheckDelay
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end
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function Breakables:FindLevelOfProfessionIndex(idx)
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if idx ~= nil then
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local name, texture, rank, maxRank, numSpells, spelloffset, skillLine = GetProfessionInfo(idx)
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return skillLine, rank
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end
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end
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function Breakables:GetEnchantingLevel()
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local prof1, prof2 = GetProfessions()
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local skillId, rank = self:FindLevelOfProfessionIndex(prof1)
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if skillId ~= nil and skillId == EnchantingProfessionId then
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self.EnchantingLevel = rank
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else
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skillId, rank = self:FindLevelOfProfessionIndex(prof2)
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if skillId ~= nil and skillId == EnchantingProfessionId then
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self.EnchantingLevel = rank
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end
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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 = L["Breakables"],
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handler = Breakables,
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type = "group",
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args = {
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intro = {
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type = "description",
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fontSize = "small",
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name = L["Welcome"],
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order = 0,
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},
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hideAlways = {
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type = "toggle",
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name = L["Hide bar"],
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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."],
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get = function(info)
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return self.settings.hide
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end,
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set = function(info, v)
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self.settings.hide = v
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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78maxBreakables|r to " .. tostring(self.settings.hide))
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end
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self:ToggleButtonFrameVisibility(not v)
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if not v then
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self:FindBreakables()
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end
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end,
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order = 1
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},
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hideNoBreakables = {
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type = "toggle",
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name = L["Hide if no breakables"],
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desc = L["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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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78hideIfNoBreakables|r to " .. tostring(self.settings.hideIfNoBreakables))
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end
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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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hideInCombat = {
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type = "toggle",
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name = L["Hide during combat"],
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desc = L["Whether or not to hide the breakables bar when you enter combat and show it again when leaving combat."],
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get = function(info)
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return self.settings.hideInCombat
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end,
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set = function(info, v)
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self.settings.hideInCombat = v
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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78hideInCombat|r to " .. tostring(self.settings.hideInCombat))
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end
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end,
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order = 3,
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},
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maxBreakables = {
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type = 'range',
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name = L["Max number to display"],
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desc = L["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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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78maxBreakables|r to " .. tostring(self.settings.maxBreakablesToShow))
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end
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self:FindBreakables()
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end,
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order = 4,
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},
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buttonScale = {
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type = 'range',
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name = L["Button scale"],
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desc = L["This will scale the size of each button up or down."],
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min = 0.1,
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max = 2,
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step = 0.01,
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get = function(info)
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return self.settings.buttonScale
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end,
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set = function(info, v)
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self.settings.buttonScale = v
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Breakables:ApplyScale()
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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78buttonScale|r to " .. tostring(self.settings.buttonScale))
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end
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end,
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order = 5,
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},
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fontSize = {
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type = 'range',
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name = L["Font size"],
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desc = L["This sets the size of the text that shows how many items you have to break."],
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min = 4,
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max = 90,
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step = 1,
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get = function(info)
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return self.settings.fontSize
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end,
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set = function(info, v)
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self.settings.fontSize = v
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Breakables:ApplyScale()
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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78fontSize|r to " .. tostring(self.settings.fontSize))
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end
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end,
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order = 6,
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},
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growDirection = {
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type = 'select',
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name = L["Button grow direction"],
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desc = L["This controls which direction the breakable buttons grow toward."],
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values = validGrowDirections,
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get = function()
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return self.settings.growDirection
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end,
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set = function(info, v)
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self.settings.growDirection = v
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self:FindBreakables()
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end,
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order = 7,
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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 = L["Show soulbound items"],
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desc = L["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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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78showSoulbound|r to " .. tostring(self.settings.showSoulbound))
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end
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self:FindBreakables()
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end,
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order = 20,
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}
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opts.args.hideEqManagerItems = {
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type = "toggle",
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name = L["Hide Eq. Mgr items"],
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desc = L["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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if info.uiType == "cmd" then
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print("|cff33ff99Breakables|r: set |cffffff78hideEqManagerItems|r to " .. tostring(self.settings.hideEqManagerItems))
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end
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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 = 21,
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}
|
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end
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return opts
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end
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|
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function Breakables:CreateButtonFrame()
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if not self.frame then
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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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|
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for i=1,numEligibleProfessions do
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if not self.buttonFrame[i] then
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self.buttonFrame[i] = CreateFrame("Button", "BREAKABLES_BUTTON_FRAME"..i, self.frame, "SecureActionButtonTemplate")
|
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end
|
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local frame = self.buttonFrame[i]
|
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frame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", self.settings.buttonFrameLeft[i], self.settings.buttonFrameTop[i])
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|
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if CanMill and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_HERB) then
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frame.type = BREAKABLE_HERB
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elseif CanDisenchant and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_DE) then
|
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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
|
|
elseif CanPickLock and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_PICK) then
|
|
frame.type = BREAKABLE_PICK
|
|
end
|
|
|
|
if frame.type then
|
|
frame:SetWidth(buttonSize)
|
|
frame:SetHeight(buttonSize)
|
|
|
|
frame:EnableMouse(true)
|
|
frame:RegisterForClicks("LeftButtonUp")
|
|
|
|
if not frame.OnMouseDownFunc then
|
|
frame.OnMouseDownFunc = function(frame) self:OnMouseDown(frame) end
|
|
end
|
|
if not frame.OnMouseUpFunc then
|
|
frame.OnMouseUpFunc = function(frame) self:OnMouseUp(frame) end
|
|
end
|
|
|
|
frame:SetMovable(true)
|
|
frame:RegisterForDrag("LeftButton")
|
|
frame:SetScript("OnMouseDown", frame.OnMouseDownFunc)
|
|
frame:SetScript("OnMouseUp", frame.OnMouseUpFunc)
|
|
frame:SetClampedToScreen(true)
|
|
|
|
local spellName, _, texture = GetSpellInfo(self:GetSpellIdFromProfessionButton(frame))
|
|
|
|
frame:SetAttribute("type1", "spell")
|
|
frame:SetAttribute("spell1", spellName)
|
|
|
|
if not lbfGroup then
|
|
frame:SetNormalTexture(texture)
|
|
else
|
|
frame.icon = frame:CreateTexture(frame:GetName().."Icon", "BACKGROUND")
|
|
frame.icon:SetTexture(texture)
|
|
|
|
lbfGroup:AddButton(frame)
|
|
end
|
|
|
|
if not frame.OnEnterFunc then
|
|
frame.OnEnterFunc = function(this) self:OnEnterProfessionButton(this) end
|
|
end
|
|
if not frame.OnLeaveFunc then
|
|
frame.OnLeaveFunc = function() self:OnLeaveProfessionButton() end
|
|
end
|
|
|
|
frame:SetScript("OnEnter", frame.OnEnterFunc)
|
|
frame:SetScript("OnLeave", frame.OnLeaveFunc)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Breakables:GetSpellIdFromProfessionButton(btn)
|
|
return (btn.type == BREAKABLE_HERB and MillingId)
|
|
or (btn.type == BREAKABLE_ORE and ProspectingId)
|
|
or (btn.type == BREAKABLE_DE and DisenchantId)
|
|
or PickLockId
|
|
end
|
|
|
|
function Breakables:ApplyScale()
|
|
if not self.buttonFrame then
|
|
return
|
|
end
|
|
self.frame:SetScale(self.settings.buttonScale)
|
|
|
|
for i=1,numEligibleProfessions do
|
|
if self.breakableButtons[i] then
|
|
for j=1,#self.breakableButtons[i] do
|
|
self.breakableButtons[i][j].text:SetFont(NumberFont_Outline_Med:GetFont(), self.settings.fontSize, "OUTLINE")
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Breakables:OnMouseDown(frame)
|
|
if IsShiftKeyDown() then
|
|
frame:StartMoving()
|
|
end
|
|
end
|
|
|
|
function Breakables:OnMouseUp(frame)
|
|
frame:StopMovingOrSizing()
|
|
|
|
local frameNum = 1
|
|
for i=1,numEligibleProfessions do
|
|
if self.buttonFrame[i] == frame then
|
|
frameNum = i
|
|
break
|
|
end
|
|
end
|
|
|
|
self.settings.buttonFrameLeft[frameNum] = frame:GetLeft()
|
|
self.settings.buttonFrameTop[frameNum] = frame:GetTop()
|
|
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 = {}
|
|
|
|
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)
|
|
|
|
if not self.breakableButtons then
|
|
self.breakableButtons = {}
|
|
end
|
|
|
|
for i=1,#foundBreakables do
|
|
for j=1,numEligibleProfessions do
|
|
if not self.breakableButtons[j] then
|
|
self.breakableButtons[j] = {}
|
|
end
|
|
|
|
if not numBreakableStacks[j] then
|
|
numBreakableStacks[j] = 0
|
|
end
|
|
|
|
if foundBreakables[i][IDX_BREAKABLETYPE] == self.buttonFrame[j].type and numBreakableStacks[j] < self.settings.maxBreakablesToShow then
|
|
local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL])
|
|
local isLockedItem = foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_PICK
|
|
|
|
if (CanDisenchant and isDisenchantable) or (CanPickLock and isLockedItem) or (foundBreakables[i][IDX_COUNT] >= 5) then
|
|
numBreakableStacks[j] = numBreakableStacks[j] + 1
|
|
local btnIdx = numBreakableStacks[j]
|
|
|
|
local btn = self.breakableButtons[j][btnIdx]
|
|
if not self.breakableButtons[j][btnIdx] then
|
|
self.breakableButtons[j][btnIdx] = CreateFrame("Button", "BREAKABLES_BUTTON"..j.."-"..btnIdx, self.buttonFrame[j], "SecureActionButtonTemplate")
|
|
|
|
btn = self.breakableButtons[j][btnIdx]
|
|
|
|
if lbfGroup then
|
|
btn.icon = btn:CreateTexture(btn:GetName().."Icon", "BACKGROUND")
|
|
end
|
|
|
|
btn:SetWidth(buttonSize)
|
|
btn:SetHeight(buttonSize)
|
|
btn:EnableMouse(true)
|
|
btn:RegisterForClicks("AnyUp")
|
|
|
|
btn:SetAttribute("type", "spell")
|
|
|
|
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(), self.settings.fontSize, "OUTLINE")
|
|
|
|
if lbfGroup then
|
|
lbfGroup:AddButton(btn)
|
|
end
|
|
end
|
|
|
|
local attachFrom = "LEFT"
|
|
local attachTo = "RIGHT"
|
|
if self.settings.growDirection then
|
|
if self.settings.growDirection == 1 then -- left
|
|
attachFrom = "RIGHT"
|
|
attachTo = "LEFT"
|
|
--elseif self.settings.growDirection == 2 then -- right
|
|
elseif self.settings.growDirection == 3 then -- up
|
|
attachFrom = "BOTTOM"
|
|
attachTo = "TOP"
|
|
elseif self.settings.growDirection == 4 then -- down
|
|
attachFrom = "TOP"
|
|
attachTo = "BOTTOM"
|
|
end
|
|
end
|
|
|
|
btn:ClearAllPoints()
|
|
btn:SetPoint(attachFrom, btnIdx == 1 and self.buttonFrame[j] or self.breakableButtons[j][btnIdx - 1], attachTo)
|
|
|
|
if not isDisenchantable then
|
|
local appendText = ""
|
|
if not isLockedItem then
|
|
appendText = " ("..(floor(foundBreakables[i][IDX_COUNT]/5))..")"
|
|
end
|
|
|
|
btn.text:SetText(foundBreakables[i][IDX_COUNT] .. appendText)
|
|
end
|
|
|
|
local BreakableAbilityName = GetSpellInfo((foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_HERB and MillingId)
|
|
or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_ORE and ProspectingId)
|
|
or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_DE and DisenchantId)
|
|
or PickLockId)
|
|
btn:SetAttribute("spell", BreakableAbilityName)
|
|
|
|
if isLockedItem then
|
|
btn:SetAttribute("target-item")
|
|
btn:SetAttribute("target-bag", foundBreakables[i][IDX_BAG])
|
|
btn:SetAttribute("target-slot", foundBreakables[i][IDX_SLOT])
|
|
else
|
|
btn:SetAttribute("target-item", foundBreakables[i][IDX_NAME])
|
|
btn:SetAttribute("target-bag")
|
|
btn:SetAttribute("target-slot")
|
|
end
|
|
|
|
if lbfGroup then
|
|
btn.icon:SetTexture(foundBreakables[i][IDX_TEXTURE])
|
|
else
|
|
btn:SetNormalTexture(foundBreakables[i][IDX_TEXTURE])
|
|
end
|
|
btn.bag = foundBreakables[i][IDX_BAG]
|
|
btn.slot = foundBreakables[i][IDX_SLOT]
|
|
|
|
if not btn.OnEnterFunc then
|
|
btn.OnEnterFunc = function(this) self:OnEnterBreakableButton(this) end
|
|
end
|
|
if not btn.OnLeaveFunc then
|
|
btn.OnLeaveFunc = function() self:OnLeaveBreakableButton() end
|
|
end
|
|
if not btn.PostClickedFunc then
|
|
btn.PostClickedFunc = function(this) self:PostClickedBreakableButton(this) end
|
|
end
|
|
|
|
btn:SetScript("OnEnter", btn.OnEnterFunc)
|
|
btn:SetScript("OnLeave", btn.OnLeaveFunc)
|
|
btn:SetScript("PostClick", btn.PostClickedFunc)
|
|
|
|
btn:Show()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
for i=1,numEligibleProfessions do
|
|
if not numBreakableStacks[i] then
|
|
numBreakableStacks[i] = 0
|
|
end
|
|
|
|
if self.breakableButtons[i] and numBreakableStacks[i] < #self.breakableButtons[i] then
|
|
for j=numBreakableStacks[i]+1,#self.breakableButtons[i] do
|
|
self.breakableButtons[i][j]:Hide()
|
|
end
|
|
end
|
|
|
|
if self.buttonFrame[i] then
|
|
if numBreakableStacks[i] == 0 and self.settings.hideIfNoBreakables then
|
|
self.buttonFrame[i]:Hide()
|
|
else
|
|
self.buttonFrame[i]:Show()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Breakables:OnEnterProfessionButton(btn)
|
|
GameTooltip:SetOwner(btn, "ANCHOR_BOTTOMLEFT")
|
|
GameTooltip:SetSpellByID(self:GetSpellIdFromProfessionButton(btn))
|
|
|
|
GameTooltip:AddLine(" ")
|
|
GameTooltip:AddLine(L["Hold shift and left-click to drag the Breakables bar around."], 1, 1, 1, 1)
|
|
GameTooltip:Show()
|
|
end
|
|
|
|
function Breakables:OnLeaveProfessionButton()
|
|
GameTooltip:Hide()
|
|
end
|
|
|
|
function Breakables:OnEnterBreakableButton(this)
|
|
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMLEFT")
|
|
GameTooltip:SetBagItem(this.bag, this.slot)
|
|
|
|
GameTooltip:AddLine(" ")
|
|
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)
|
|
GameTooltip:Show()
|
|
end
|
|
|
|
function Breakables:OnLeaveBreakableButton()
|
|
GameTooltip:Hide()
|
|
end
|
|
|
|
function Breakables:PostClickedBreakableButton(this)
|
|
if this.type == BREAKABLE_HERB or this.type == BREAKABLE_ORE or this.type == BREAKABLE_DE then
|
|
self.justClicked = true
|
|
end
|
|
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 itemName, _, itemRarity, itemLevel, _, itemType, itemSubType, _, _, itemTexture = GetItemInfo(itemLink)
|
|
|
|
self.myTooltip:SetBagItem(bagId, slotId)
|
|
|
|
if CanDisenchant and itemRarity and itemRarity >= RARITY_UNCOMMON and itemRarity < RARITY_HEIRLOOM
|
|
and self:BreakableIsDisenchantable(itemType, itemLevel) then
|
|
local i = 1
|
|
local soulbound = false
|
|
for i=1,15 do
|
|
if _G["BreakablesTooltipTextLeft"..i] then
|
|
local textLine = _G["BreakablesTooltipTextLeft"..i]:GetText()
|
|
if textLine == ITEM_SOULBOUND or textLine == ITEM_ACCOUNTBOUND or textLine == ITEM_BNETACCOUNTBOUND then
|
|
soulbound = true
|
|
break
|
|
end
|
|
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, itemName}
|
|
else
|
|
return nil
|
|
end
|
|
end
|
|
|
|
local idx = 1
|
|
local millable = false
|
|
local prospectable = false
|
|
for idx=1,5 do
|
|
if _G["BreakablesTooltipTextLeft"..idx] then
|
|
if _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_MILLABLE then
|
|
millable = true
|
|
break
|
|
elseif _G["BreakablesTooltipTextLeft"..idx]:GetText() == ITEM_PROSPECTABLE then
|
|
prospectable = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if CanMill --[[and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType)]] and millable then
|
|
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName}
|
|
end
|
|
|
|
if CanProspect --[[and itemSubType == ProspectingItemSubType]] and prospectable then
|
|
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName}
|
|
end
|
|
|
|
if CanPickLock and self:ItemIsPickable(self:GetItemIdFromLink(itemLink)) and self:ItemIsLocked(bagId, slotId) then
|
|
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_PICK, false, itemName}
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
function Breakables:ItemIsPickable(itemId)
|
|
for i=1,#PickableItems do
|
|
if PickableItems[i] == itemId then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
do
|
|
local regions = {}
|
|
local tooltipBuffer = CreateFrame("GameTooltip","tooltipBuffer",nil,"GameTooltipTemplate")
|
|
tooltipBuffer:SetOwner(WorldFrame, "ANCHOR_NONE")
|
|
|
|
local function makeTable(t, ...)
|
|
wipe(t)
|
|
for i = 1, select("#", ...) do
|
|
t[i] = select(i, ...)
|
|
end
|
|
end
|
|
|
|
function Breakables:ItemIsLocked(bagId, slotId)
|
|
tooltipBuffer:ClearLines()
|
|
tooltipBuffer:SetBagItem(bagId, slotId)
|
|
|
|
-- Grab all regions, stuff em into our table
|
|
makeTable(regions, tooltipBuffer:GetRegions())
|
|
|
|
-- Convert FontStrings to strings, replace anything else with ""
|
|
for i=1, #regions do
|
|
local region = regions[i]
|
|
if region:GetObjectType() == "FontString" then
|
|
if region:GetText() == LOCKED then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
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
|
|
-- For most of the range, this is equivalent to 5*ceiling(iLevel,5)-100 = 5*ceiling(req. level,5)-75; that is, round up the required level to the next multiple of 5, multiply by 5, and subtract 75 to find the minimum enchanting skill necessary to disenchant an item.
|
|
-- return self.EnchantingLevel >= 5*ceil(itemLevel, 5) - 100
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|