Files
breakables/Breakables.lua
Parnic 80e495f707 Attempt to fix enchant level detection on Wrath
This only works if the player hasn't collapsed the Professions section of their skill UI, and if LibBabble-Inventory's translation is correct for this in all cases, but it's the only method I've found so far that works for Wrath. The other option is to show everything as disenchantable, but I don't like that.
2022-09-11 00:12:30 -05:00

1558 lines
44 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("Breakables", false)
Breakables = LibStub("AceAddon-3.0"):NewAddon("Breakables", "AceConsole-3.0", "AceEvent-3.0")
local babbleInv = LibStub("LibBabble-Inventory-3.0"):GetLookupTable()
local LBF = LibStub("Masque", true)
local lbfGroup
local IsArtifactRelicItem = IsArtifactRelicItem
if not IsArtifactRelicItem then
IsArtifactRelicItem = function()
return false
end
end
local WowVer = select(4, GetBuildInfo())
local IsClassic = false
local IsClassicBC = false
local IsClassicWrath = false
if GetClassicExpansionLevel then
IsClassic = GetClassicExpansionLevel() == 0
IsClassicBC = GetClassicExpansionLevel() == 1
IsClassicWrath = GetClassicExpansionLevel() == 2
else
IsClassic = WOW_PROJECT_ID and WOW_PROJECT_ID == WOW_PROJECT_CLASSIC
IsClassicBC = false
IsClassicWrath = false
if WOW_PROJECT_ID and WOW_PROJECT_ID == WOW_PROJECT_BURNING_CRUSADE_CLASSIC then
if not LE_EXPANSION_LEVEL_CURRENT or LE_EXPANSION_LEVEL_CURRENT == LE_EXPANSION_BURNING_CRUSADE then
IsClassicBC = true
elseif LE_EXPANSION_LEVEL_CURRENT == LE_EXPANSION_WRATH_OF_THE_LICH_KING then
IsClassicWrath = true
end
elseif WOW_PROJECT_WRATH_CLASSIC and WOW_PROJECT_ID == WOW_PROJECT_WRATH_CLASSIC then
IsClassicWrath = true
end
end
local MillingId = 51005
local MillingItemSubType = babbleInv["Herb"]
local MillingItemSecondarySubType = babbleInv["Other"]
local CanMill = false
local AdditionalMillableItems = {
-- WoD herbs
109124,
109125,
109126,
109127,
109128,
109129,
-- Legion herbs
124101,
124102,
124103,
124104,
124105,
124106,
128304,
151565,
-- BfA herbs
152505,
152506,
152507,
152508,
152509,
152510,
152511,
168487,
-- Shadowlands herbs
168586, -- rising glory
168589, -- marrowroot
170554, -- vigil's torch
168583, -- widowbloom
169701, -- death blossom
171315, -- nightshade
187699, -- first flower, 9.2.0
}
local AdditionalProspectableItems = {
-- Legion ore
123918,
123919,
151564,
-- BfA ore
152512,
152513,
152579,
168185,
-- Shadowlands ore
171828, -- laestrite
171833, -- elethium
171829, -- solenium
171830, -- oxxein
171831, -- phaedrum
171832, -- sinvyr
187700, -- progenium ore, 9.2.0
}
local MassMilling = {
-- wod
[109124] = 190381,
[109125] = 190382,
[109126] = 190383,
[109127] = 190384,
[109128] = 190385,
[109129] = 190386,
-- legion
[124101] = 209658,
[124102] = 209659,
[124103] = 209660,
[124104] = 209661,
[124105] = 209662,
[124106] = 209664,
[128304] = 210116,
[151565] = 247861,
-- shadowlands
[168586] = 311417,
[168589] = 311416,
[170554] = 311414,
[168583] = 311415,
[169701] = 311413,
[171315] = 311418,
[187699] = 359490,
}
local HerbCombineItems = {
-- MoP
97619, -- torn green tea leaf
97620, -- rain poppy petal
97621, -- silkweed stem
97622, -- snow lily petal
97623, -- fool's cap spores
97624, -- desecrated herb pod
-- WoD
109624, -- broken frostweed stem
109625, -- broken fireweed stem
109626, -- gorgrond flytrap ichor
109627, -- starflower petal
109628, -- nagrand arrowbloom petal
109629, -- talador orchid petal
-- shadowlands
169550, -- rising glory petal
168591, -- marrowroot petal
169699, -- vigil's torch petal
169698, -- widowbloom petal
169700, -- death blossom petal
169697, -- nightshade petal
}
local UnProspectableItems = {
109119, -- WoD True Iron Ore
}
local ProspectingId = 31252
local ProspectingItemSubType = babbleInv["Metal & Stone"]
local CanProspect = false
local OreCombineItems = {
-- MoP
97512, -- ghost iron nugget
97546, -- kyparite fragment
90407, -- sparkling shard
-- WoD
109991, -- true iron nugget
109992, -- blackrock fragment
}
local DisenchantId = 13262
local DisenchantTypes = {babbleInv["Armor"], babbleInv["Weapon"]}
local CanDisenchant = false
local EnchantingProfessionId = 333
local AdditionalDisenchantableItems = {
137195, -- highmountain armor
}
local PickLockId = 1804
local PickableItems = {
16882, -- battered junkbox
16883, -- worn junkbox
16884, -- sturdy junkbox
16885, -- heavy junkbox
29569, -- strong junkbox
43575, -- reinforced junkbox
63349, -- flame-scarred junkbox
88165, -- vine-cracked junkbox
106895, -- iron-bound junkbox
4632, -- ornate bronze lockbox
4633, -- heavy bronze lockbox
4634, -- iron lockbox
4636, -- strong iron lockbox
4637, -- steel lockbox
4638, -- reinforced steel lockbox
5758, -- mithril lockbox
5759, -- throium lockbox
5760, -- eternium lockbox
31952, -- khorium lockbox
43622, -- froststeel lockbox
43624, -- titanium lockbox
45986, -- tiny titanium lockbox
68729, -- elementium lockbox
88567, -- ghost iron lockbox
116920, -- true steel lockbox
121331, -- leystone lockbox
169475, -- barnacled lockbox
-- shadowlands
179311, -- venthyr
180532, -- maldraxxi
180533, -- kyrian
180522, -- night fae
186161, -- stygian lockbox, 9.1.0
}
local CanPickLock = false
-- item rarity must meet or surpass this to be considered for disenchantability (is that a word?)
local RARITY_UNCOMMON = 2
local RARITY_RARE = 3
local RARITY_EPIC = 4
local RARITY_HEIRLOOM = 7
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 IDX_NAME = 11
local IDX_RARITY = 12
local BREAKABLE_HERB = 1
local BREAKABLE_ORE = 2
local BREAKABLE_DE = 3
local BREAKABLE_PICK = 4
local BREAKABLE_COMBINE = 5
local BagUpdateCheckDelay = 0.1
local nextCheck = {}
for i=0,NUM_BAG_SLOTS do
nextCheck[i] = -1
end
local buttonSize = 45
local _G = _G
local validGrowDirections = {L["Left"], L["Right"], L["Up"], L["Down"]}
-- can be 1, 2, or 3 (in the case of a rogue with pick lock)
local numEligibleProfessions = 0
local showingTooltip = nil
Breakables.optionsFrame = {}
Breakables.justClicked = false
function Breakables:OnInitialize()
self.defaults = {
profile = {
buttonFrameLeft = {100, 100},
buttonFrameTop = {700, 650},
hideIfNoBreakables = true,
maxBreakablesToShow = 5,
showSoulbound = false,
hideEqManagerItems = true,
hide = false,
hideInCombat = false,
hideInPetBattle = true,
buttonScale = 1,
fontSize = 11,
growDirection = 2,
ignoreList = {},
showTooltipForBreakables = true,
showTooltipForProfession = true,
}
}
self.db = LibStub("AceDB-3.0"):New("BreakablesDB", self.defaults, true)
self.settings = self.db.profile
self:RegisterChatCommand("brk", "OnSlashCommand")
if type(self.settings.buttonFrameLeft) ~= "table" then
local old = self.settings.buttonFrameLeft
self.settings.buttonFrameLeft = {}
self.settings.buttonFrameLeft[1] = old
self.settings.buttonFrameLeft[2] = self.defaults.profile.buttonFrameLeft[2]
end
if type(self.settings.buttonFrameTop) ~= "table" then
local old = self.settings.buttonFrameTop
self.settings.buttonFrameTop = {}
self.settings.buttonFrameTop[1] = old
self.settings.buttonFrameTop[2] = self.defaults.profile.buttonFrameTop[2]
end
self:InitLDB()
end
function Breakables:ButtonFacadeCallback(Group, SkinID, Gloss, Backdrop, Colors, Disabled)
if not Group then
self.settings.SkinID = SkinID
self.settings.Gloss = Gloss
self.settings.Backdrop = Backdrop
self.settings.Colors = Colors
end
end
function Breakables:InitLDB()
local LDB = LibStub and LibStub("LibDataBroker-1.1", true)
if (LDB) then
local ldbButton = LDB:NewDataObject("Breakables", {
type = "launcher",
text = L["Breakables"],
icon = "Interface\\Icons\\ability_warrior_sunder",
OnClick = function(button, msg)
self:OnSlashCommand()
end,
})
if ldbButton then
function ldbButton:OnTooltipShow()
self:AddLine(L["Breakables"] .. " @project-version@")
self:AddLine(L["Click to open Breakables options."], 1, 1, 1)
end
end
end
end
function Breakables:OnEnable()
CanMill = IsUsableSpell(GetSpellInfo(MillingId))
CanProspect = IsUsableSpell(GetSpellInfo(ProspectingId))
CanDisenchant = IsUsableSpell(GetSpellInfo(DisenchantId))
CanPickLock = IsUsableSpell(GetSpellInfo(PickLockId))
self.EnchantingLevel = 0
LibStub("AceConfig-3.0"):RegisterOptionsTable("Breakables", self:GetOptions(), "breakables")
self.optionsFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("Breakables")
if LBF then
LBF:Register("Breakables", self.ButtonFacadeCallback, self)
lbfGroup = LBF:Group("Breakables")
if lbfGroup then
lbfGroup:ReSkin()
end
end
self:RegisterEvents()
if CanMill or CanProspect or CanDisenchant or CanPickLock then
if CanMill then
numEligibleProfessions = numEligibleProfessions + 1
end
if CanProspect then
numEligibleProfessions = numEligibleProfessions + 1
end
if CanDisenchant then
numEligibleProfessions = numEligibleProfessions + 1
self:GetEnchantingLevel()
end
if CanPickLock then
numEligibleProfessions = numEligibleProfessions + 1
end
self:CreateButtonFrame()
if self.settings.hide then
self:ToggleButtonFrameVisibility(false)
else
self:FindBreakables()
end
if not self.frame.OnUpdateFunc then
self.frame.OnUpdateFunc = function() self:CheckShouldFindBreakables() end
end
self.frame:SetScript("OnUpdate", self.frame.OnUpdateFunc)
else
self:UnregisterAllEvents()
end
end
function Breakables:ToggleButtonFrameVisibility(show)
for i=1,numEligibleProfessions do
if self.buttonFrame[i] then
if show == nil then
show = not self.buttonFrame[i]:IsVisible()
end
if not show then
self.buttonFrame[i]:Hide()
else
self.buttonFrame[i]:Show()
end
end
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")
self:RegisterEvent("MODIFIER_STATE_CHANGED", "FindBreakables")
if CanDisenchant and WowVer < 80000 then
self:RegisterEvent("TRADE_SKILL_UPDATE", "OnTradeSkillUpdate")
end
if CanPickLock then
self:RegisterEvent("CHAT_MSG_OPENING", "OnBagItemLockPicked")
end
if UnitCanPetBattle then
self:RegisterEvent("PET_BATTLE_OPENING_START", "PetBattleStarted")
self:RegisterEvent("PET_BATTLE_OVER", "PetBattleEnded")
end
end
function Breakables:OnModifierChanged()
if showingTooltip ~= nil and not self.bCombat then
self:OnEnterBreakableButton(showingTooltip)
end
end
function Breakables:OnDisable()
self:UnregisterAllEvents()
self.frame:SetScript("OnUpdate", nil)
end
function Breakables:OnSlashCommand(input)
InterfaceOptionsFrame_OpenToCategory(self.optionsFrame)
end
function Breakables:OnItemReceived(event, bag)
if self.justClicked then
self:FindBreakables()
self.justClicked = false
self:OnLeaveProfessionButton()
elseif not bag or bag >= 0 then
nextCheck[bag] = GetTime() + BagUpdateCheckDelay
end
end
function Breakables:CheckShouldFindBreakables()
local latestTime = -1
for i=0,#nextCheck do
if nextCheck[i] and nextCheck[i] > latestTime then
latestTime = nextCheck[i]
end
end
if latestTime > 0 and latestTime <= GetTime() then
self:FindBreakables()
for i=0,#nextCheck do
nextCheck[i] = -1
end
end
end
function Breakables:OnEnterCombat()
self.bCombat = true
if self.settings.hideInCombat then
self:ToggleButtonFrameVisibility(false)
end
end
function Breakables:OnLeaveCombat()
self.bCombat = false
if self.bPendingUpdate or self.settings.hideInCombat then
self.bPendingUpdate = false
self:FindBreakables()
end
end
function Breakables:OnTradeSkillUpdate()
self:GetEnchantingLevel()
self:FindBreakables()
end
function Breakables:OnBagItemLockPicked()
self:FindBreakables()
end
function Breakables:PetBattleStarted()
if self.settings.hideInPetBattle then
self:ToggleButtonFrameVisibility(false)
end
end
function Breakables:PetBattleEnded()
self:ToggleButtonFrameVisibility(true)
end
function Breakables:FindLevelOfProfessionIndex(idx)
if idx ~= nil then
local name, texture, rank, maxRank, numSpells, spelloffset, skillLine = GetProfessionInfo(idx)
return skillLine, rank
end
end
function Breakables:GetEnchantingLevel()
if GetProfessions then
local prof1, prof2 = GetProfessions()
local skillId, rank = self:FindLevelOfProfessionIndex(prof1)
if skillId ~= nil and skillId == EnchantingProfessionId then
self.EnchantingLevel = rank
else
skillId, rank = self:FindLevelOfProfessionIndex(prof2)
if skillId ~= nil and skillId == EnchantingProfessionId then
self.EnchantingLevel = rank
end
end
elseif GetSkillLineInfo then
for i=1,100 do
local skillName, header, isExpanded, skillRank, numTempPoints, skillModifier, skillMaxRank, isAbandonable, stepCost, rankCost, minLevel, skillCostType = GetSkillLineInfo(i)
if skillName == babbleInv["Enchanting"] then
self.EnchantingLevel = skillRank
break
end
end
end
end
local function GetIgnoreListOptions()
local ret = {}
for k,v in pairs(Breakables.settings.ignoreList) do
local name, _, _, _, _, _, _, _, _, texture = GetItemInfo(k)
if texture ~= nil and name ~= nil then
ret[k] = ("|T%s:0|t %s"):format(texture, name)
end
end
return ret
end
local function IsIgnoringAnything()
for k,v in pairs(Breakables.settings.ignoreList) do
if v ~= nil then
return true
end
end
return false
end
function Breakables:GetOptions()
local opts = {
name = L["Breakables"],
handler = Breakables,
type = "group",
args = {
intro = {
type = "description",
fontSize = "small",
name = L["Welcome"],
order = 0,
},
hideAlways = {
type = "toggle",
name = L["Hide bar"],
desc = L["This will completely hide the breakables bar whether you have anything to break down or not. Note that you can toggle this in a macro using the /breakables command as well."],
get = function(info)
return self.settings.hide
end,
set = function(info, v)
self.settings.hide = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78maxBreakables|r to " .. tostring(self.settings.hide))
end
self:ToggleButtonFrameVisibility(not v)
if not v then
self:FindBreakables()
end
end,
order = 1
},
hideNoBreakables = {
type = "toggle",
name = L["Hide if no breakables"],
desc = L["Whether or not to hide the action bar if no breakables are present in your bags"],
get = function(info)
return self.settings.hideIfNoBreakables
end,
set = function(info, v)
self.settings.hideIfNoBreakables = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideIfNoBreakables|r to " .. tostring(self.settings.hideIfNoBreakables))
end
self:FindBreakables()
end,
order = 2,
},
hideInCombat = {
type = "toggle",
name = L["Hide during combat"],
desc = L["Whether or not to hide the breakables bar when you enter combat and show it again when leaving combat."],
get = function(info)
return self.settings.hideInCombat
end,
set = function(info, v)
self.settings.hideInCombat = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideInCombat|r to " .. tostring(self.settings.hideInCombat))
end
end,
order = 3,
},
maxBreakables = {
type = 'range',
name = L["Max number to display"],
desc = L["How many breakable buttons to display next to the profession button at maximum"],
min = 1,
max = 50,
step = 1,
get = function(info)
return self.settings.maxBreakablesToShow
end,
set = function(info, v)
self.settings.maxBreakablesToShow = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78maxBreakables|r to " .. tostring(self.settings.maxBreakablesToShow))
end
self:FindBreakables()
end,
order = 4,
},
buttonScale = {
type = 'range',
name = L["Button scale"],
desc = L["This will scale the size of each button up or down."],
min = 0.1,
max = 2,
step = 0.01,
get = function(info)
return self.settings.buttonScale
end,
set = function(info, v)
self.settings.buttonScale = v
Breakables:ApplyScale()
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78buttonScale|r to " .. tostring(self.settings.buttonScale))
end
end,
order = 5,
},
fontSize = {
type = 'range',
name = L["Font size"],
desc = L["This sets the size of the text that shows how many items you have to break."],
min = 4,
max = 90,
step = 1,
get = function(info)
return self.settings.fontSize
end,
set = function(info, v)
self.settings.fontSize = v
Breakables:ApplyScale()
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78fontSize|r to " .. tostring(self.settings.fontSize))
end
end,
order = 6,
},
growDirection = {
type = 'select',
name = L["Button grow direction"],
desc = L["This controls which direction the breakable buttons grow toward."],
values = validGrowDirections,
get = function()
return self.settings.growDirection
end,
set = function(info, v)
self.settings.growDirection = v
self:FindBreakables()
end,
order = 7,
},
showTooltipForBreakables = {
type = "toggle",
name = L["Show tooltip on breakables"],
desc = L["Whether or not to show an item tooltip when hovering over a breakable item button."],
get = function(info)
return self.settings.showTooltipForBreakables
end,
set = function(info, v)
self.settings.showTooltipForBreakables = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78showTooltipForBreakables|r to " .. tostring(self.settings.showTooltipForBreakables))
end
end,
order = 8,
},
showTooltipForProfession = {
type = "toggle",
name = L["Show tooltip on profession"],
desc = L["Whether or not to show an item tooltip when hovering over a profession button on the Breakables bar."],
get = function(info)
return self.settings.showTooltipForProfession
end,
set = function(info, v)
self.settings.showTooltipForProfession = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78showTooltipForProfession|r to " .. tostring(self.settings.showTooltipForProfession))
end
end,
order = 9,
},
ignoreList = {
type = 'multiselect',
name = L["Ignore list"],
desc = L["Items that have been right-clicked to exclude from the breakable list. Un-check the box to remove the item from the ignore list."],
get = function(info, key)
return true
end,
set = function(info, key)
Breakables.settings.ignoreList[key] = nil
Breakables:FindBreakables()
end,
confirm = function()
return L["Are you sure you want to remove this item from the ignore list?"]
end,
values = GetIgnoreListOptions,
hidden = function() return not IsIgnoringAnything() end,
order = 30,
},
clearIgnoreList = {
type = 'execute',
func = function()
for k,v in pairs(Breakables.settings.ignoreList) do
Breakables.settings.ignoreList[k] = nil
end
Breakables:FindBreakables()
end,
name = L["Clear ignore list"],
confirm = function()
return L["Are you sure you want to clear the ignore list?"]
end,
hidden = function() return not IsIgnoringAnything() end,
order = 31,
},
},
}
if CanDisenchant then
opts.args.showSoulbound = {
type = "toggle",
name = L["Show soulbound items"],
desc = L["Whether or not to display soulbound items as breakables."],
get = function(info)
return self.settings.showSoulbound
end,
set = function(info, v)
self.settings.showSoulbound = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78showSoulbound|r to " .. tostring(self.settings.showSoulbound))
end
self:FindBreakables()
end,
order = 20,
}
if GetNumEquipmentSets or C_EquipmentSet then
opts.args.hideEqManagerItems = {
type = "toggle",
name = L["Hide Eq. Mgr items"],
desc = L["Whether or not to hide items that are part of an equipment set in the game's equipment manager."],
get = function(info)
return self.settings.hideEqManagerItems
end,
set = function(info, v)
self.settings.hideEqManagerItems = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideEqManagerItems|r to " .. tostring(self.settings.hideEqManagerItems))
end
self:FindBreakables()
end,
hidden = function()
return not self.settings.showSoulbound
end,
order = 21,
}
end
if WowVer >= 80000 then
opts.args.hideTabards = {
type = "toggle",
name = L["Hide Tabards"],
desc = L["Whether or not to hide tabards from the disenchantable items list."],
get = function(info)
return self.settings.hideTabards
end,
set = function(info, v)
self.settings.hideTabards = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideTabards|r to " .. tostring(self.settings.hideTabards))
end
self:FindBreakables()
end,
order = 22,
}
end
end
if UnitCanPetBattle then
opts.args.hideInPetBattle = {
type = "toggle",
name = L["Hide during pet battles"],
desc = L["Whether or not to hide the breakables bar when you enter a pet battle."],
get = function(info)
return self.settings.hideInPetBattle
end,
set = function(info, v)
self.settings.hideInPetBattle = v
if info.uiType == "cmd" then
print("|cff33ff99Breakables|r: set |cffffff78hideInPetBattle|r to " .. tostring(self.settings.hideInPetBattle))
end
end,
order = 3.5,
}
end
return opts
end
function Breakables:CreateButtonFrame()
if not self.frame then
self.frame = CreateFrame("Frame", nil, UIParent)
end
self.frame:SetScale(self.settings.buttonScale)
if not self.buttonFrame then
self.buttonFrame = {}
end
for i=1,numEligibleProfessions do
if not self.buttonFrame[i] then
self.buttonFrame[i] = CreateFrame("Button", "BREAKABLES_BUTTON_FRAME"..i, self.frame, "SecureActionButtonTemplate")
end
local frame = self.buttonFrame[i]
frame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", self.settings.buttonFrameLeft[i], self.settings.buttonFrameTop[i])
if CanMill and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_HERB) then
frame.type = BREAKABLE_HERB
elseif CanDisenchant and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_DE) then
frame.type = BREAKABLE_DE
elseif CanProspect and (i == 1 or self.buttonFrame[1].type ~= BREAKABLE_ORE) then
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.type))
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(itemType, itemId)
if itemType == BREAKABLE_HERB and itemId ~= nil then
if MassMilling[itemId] ~= nil and IsPlayerSpell(MassMilling[itemId]) then
--return MassMilling[itemId]
end
end
if itemType == BREAKABLE_COMBINE then
return nil
end
return (itemType == BREAKABLE_HERB and MillingId)
or (itemType == BREAKABLE_ORE and ProspectingId)
or (itemType == 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
local function IgnoreFunc(self, button)
if button == "RightButton" and not InCombatLockdown() then
Breakables.settings.ignoreList[self.itemId] = true
Breakables:FindBreakables()
LibStub("AceConfigRegistry-3.0"):NotifyChange("Breakables")
end
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 or (foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_COMBINE and foundBreakables[i][IDX_COUNT] >= 10)) and numBreakableStacks[j] < self.settings.maxBreakablesToShow then
local isDisenchantable = self:BreakableIsDisenchantable(foundBreakables[i][IDX_TYPE], foundBreakables[i][IDX_LEVEL], foundBreakables[i][IDX_RARITY], foundBreakables[i][IDX_LINK])
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("type1", "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")
btn:HookScript("OnClick", IgnoreFunc)
if lbfGroup then
lbfGroup:AddButton(btn)
end
end
btn.itemId = self:GetItemIdFromLink(foundBreakables[i][IDX_LINK])
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
local breakStackSize = 5
if foundBreakables[i][IDX_BREAKABLETYPE] == BREAKABLE_COMBINE then
breakStackSize = 10
end
appendText = " ("..(floor(foundBreakables[i][IDX_COUNT]/breakStackSize))..")"
end
btn.text:SetText(foundBreakables[i][IDX_COUNT] .. appendText)
end
local BreakableAbilityName = GetSpellInfo(self:GetSpellIdFromProfessionButton(foundBreakables[i][IDX_BREAKABLETYPE], self:GetItemIdFromLink(foundBreakables[i][IDX_LINK])))
--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)
if BreakableAbilityName then
btn:SetAttribute("type1", "spell")
btn:SetAttribute("spell", BreakableAbilityName)
btn:SetAttribute("target-bag", foundBreakables[i][IDX_BAG])
btn:SetAttribute("target-slot", foundBreakables[i][IDX_SLOT])
else
btn:SetAttribute("type1", "item")
btn:SetAttribute("item", "item:" .. self:GetItemIdFromLink(foundBreakables[i][IDX_LINK]))
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
if showingTooltip ~= nil then
self:OnEnterBreakableButton(showingTooltip)
end
end
function Breakables:OnEnterProfessionButton(btn)
local spellId = self:GetSpellIdFromProfessionButton(btn.type)
if spellId and self.settings.showTooltipForProfession then
GameTooltip:SetOwner(btn, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetSpellByID(spellId)
GameTooltip:AddLine(" ")
GameTooltip:AddLine(L["Hold shift and left-click to drag the Breakables bar around."], 1, 1, 1, 1)
GameTooltip:Show()
end
end
function Breakables:OnLeaveProfessionButton()
GameTooltip:Hide()
end
function Breakables:OnEnterBreakableButton(this)
if self.settings.showTooltipForBreakables then
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:AddLine(" ")
GameTooltip:AddLine(L["You can right-click on this button to ignore this item. Items can be unignored from the options screen."], 1, 1, 1, 1)
GameTooltip:Show()
showingTooltip = this
end
end
function Breakables:OnLeaveBreakableButton()
if showingTooltip then
GameTooltip:Hide()
showingTooltip = nil
end
end
function Breakables:PostClickedBreakableButton(this)
if this.type == BREAKABLE_HERB or this.type == BREAKABLE_ORE or this.type == BREAKABLE_DE or this.type == BREAKABLE_COMBINE 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 itemId = self:GetItemIdFromLink(itemLink)
if self.settings.ignoreList[itemId] then
return nil
end
local itemName, _, itemRarity, itemLevel, _, itemType, itemSubType, _, equipSlot, itemTexture, vendorPrice = GetItemInfo(itemLink)
self.myTooltip:SetBagItem(bagId, slotId)
if CanDisenchant and itemRarity and itemRarity >= RARITY_UNCOMMON and itemRarity < RARITY_HEIRLOOM
and self:BreakableIsDisenchantable(itemType, itemLevel, itemRarity, itemLink, itemId) 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(itemId)
end
local isTabard = false
if self.settings.hideTabards then
isTabard = equipSlot == "INVTYPE_TABARD"
end
local shouldHideThisItem = (self.settings.hideEqManagerItems and isInEquipmentSet) or (self.settings.hideTabards and isTabard)
or equipSlot == nil or (equipSlot == "" and not IsArtifactRelicItem(itemLink))
if (not soulbound or self.settings.showSoulbound) and not shouldHideThisItem then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_DE, soulbound, itemName, itemRarity}
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 not millable then
for i=1,#AdditionalMillableItems do
if AdditionalMillableItems[i] == itemId then
millable = true
end
end
end
if CanProspect then
if not prospectable then
for i=1,#AdditionalProspectableItems do
if AdditionalProspectableItems[i] == itemId then
prospectable = true
end
end
end
if prospectable then
for i=1,#UnProspectableItems do
if UnProspectableItems[i] == itemId then
prospectable = false
end
end
end
end
if CanMill --[[and (itemSubType == MillingItemSubType or itemSubType == MillingItemSecondarySubType)]] then
if millable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_HERB, false, itemName, itemRarity}
else
for i=1,#HerbCombineItems do
if HerbCombineItems[i] == itemId then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_COMBINE, false, itemName, itemRarity}
end
end
end
end
if CanProspect --[[and itemSubType == ProspectingItemSubType]] then
if prospectable then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_ORE, false, itemName, itemRarity}
else
for i=1,#OreCombineItems do
if OreCombineItems[i] == itemId then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_COMBINE, false, itemName, itemRarity}
end
end
end
end
if CanPickLock and self:ItemIsPickable(itemId) and self:ItemIsLocked(bagId, slotId) then
return {itemLink, itemCount, itemType, itemTexture, bagId, slotId, itemSubType, itemLevel, BREAKABLE_PICK, false, itemName, itemRarity}
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)
if WowVer < 80000 and GetNumEquipmentSets then
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
elseif C_EquipmentSet then
local sets = C_EquipmentSet.GetEquipmentSetIDs()
for k, v in ipairs(sets) do
local itemArray = C_EquipmentSet.GetItemIDs(v)
for i=1, EQUIPPED_LAST do
if itemArray[i] and itemArray[i] == itemId then
return true
end
end
end
end
return false
end
function Breakables:GetItemIdFromLink(itemLink)
local _, foundItemId = strsplit(":", itemLink)
return tonumber(foundItemId)
end
function Breakables:MergeBreakables(foundBreakable, breakableList)
for n=1,#breakableList do
if foundBreakable[IDX_LINK] == breakableList[n][IDX_LINK] then
-- always prefer the larger stack
if foundBreakable[IDX_COUNT] > breakableList[n][IDX_COUNT] then
breakableList[n][IDX_BAG] = foundBreakable[IDX_BAG]
breakableList[n][IDX_SLOT] = foundBreakable[IDX_SLOT]
end
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, itemRarity, itemLink, itemId)
for i=1,#DisenchantTypes do
if DisenchantTypes[i] == itemType or IsArtifactRelicItem(itemLink) then
-- temp hack for bfa until disenchant item level scales are identified. and for classic until finding the profession level api
if WowVer >= 80000 or IsClassic or IsClassicBC then
return true
end
-- account for WoD and higher no longer needing specific ilvl. numbers from http://wow.gamepedia.com/Item_level
if (itemRarity == RARITY_UNCOMMON and itemLevel >= 483)
or (itemRarity == RARITY_RARE and itemLevel >= 515)
or (itemRarity == RARITY_EPIC and itemLevel >= 640) then
return true
end
-- this is awful. is there an easier way? taken from www.wowpedia.org/Disenchanting
if itemRarity == RARITY_UNCOMMON then
if itemLevel <= 20 then
return self.EnchantingLevel >= 1
elseif itemLevel <= 25 then
return self.EnchantingLevel >= 25
elseif itemLevel <= 30 then
return self.EnchantingLevel >= 50
elseif itemLevel <= 35 then
return self.EnchantingLevel >= 75
elseif itemLevel <= 40 then
return self.EnchantingLevel >= 100
elseif itemLevel <= 45 then
return self.EnchantingLevel >= 125
elseif itemLevel <= 50 then
return self.EnchantingLevel >= 150
elseif itemLevel <= 55 then
return self.EnchantingLevel >= 175
elseif itemLevel <= 60 then
return self.EnchantingLevel >= 200
elseif itemLevel <= 99 then
return self.EnchantingLevel >= 225
elseif itemLevel <= 120 then
return self.EnchantingLevel >= 275
elseif itemLevel <= 150 then
return self.EnchantingLevel >= 325
elseif itemLevel <= 182 then
return self.EnchantingLevel >= 350
elseif itemLevel <= 318 then
return self.EnchantingLevel >= 425
elseif itemLevel <= 437 then
return self.EnchantingLevel >= 475
else
return self.EnchantingLevel >= 475
end
elseif itemRarity == RARITY_RARE then
if itemLevel <= 25 then
return self.EnchantingLevel >= 25
elseif itemLevel <= 30 then
return self.EnchantingLevel >= 50
elseif itemLevel <= 35 then
return self.EnchantingLevel >= 75
elseif itemLevel <= 40 then
return self.EnchantingLevel >= 100
elseif itemLevel <= 45 then
return self.EnchantingLevel >= 125
elseif itemLevel <= 50 then
return self.EnchantingLevel >= 150
elseif itemLevel <= 55 then
return self.EnchantingLevel >= 175
elseif itemLevel <= 60 then
return self.EnchantingLevel >= 200
elseif itemLevel <= 97 then
return self.EnchantingLevel >= 225
elseif itemLevel <= 115 then
return self.EnchantingLevel >= 275
elseif itemLevel <= 200 then
return self.EnchantingLevel >= 325
elseif itemLevel <= 346 then
return self.EnchantingLevel >= 450
elseif itemLevel <= 424 then
return self.EnchantingLevel >= 525
elseif itemLevel <= 463 then
return self.EnchantingLevel >= 550
else
return self.EnchantingLevel >= 550
end
elseif itemRarity == RARITY_EPIC then
if itemLevel <= 95 then
return self.EnchantingLevel >= 225
elseif itemLevel <= 164 then
return self.EnchantingLevel >= 300
elseif itemLevel <= 277 then
return self.EnchantingLevel >= 375
elseif itemLevel <= 416 then
return self.EnchantingLevel >= 475
elseif itemLevel <= 575 then
return self.EnchantingLevel >= 575
else
return self.EnchantingLevel >= 575
end
else
return false
end
return true
end
end
for i=1,#AdditionalDisenchantableItems do
if AdditionalDisenchantableItems[i] == itemId then
return true
end
end
return false
end