annotate Gear.lua @ 169:d90a740a1d0b v79

Bug fix, russian translation tweak.
author yellowfive
date Tue, 23 Jul 2019 14:48:31 -0700
parents 3be9cc6f7d20
children 5c586ff5fee5
rev   line source
yellowfive@57 1 local Amr = LibStub("AceAddon-3.0"):GetAddon("AskMrRobot")
yellowfive@57 2 local L = LibStub("AceLocale-3.0"):GetLocale("AskMrRobot", true)
yellowfive@57 3 local AceGUI = LibStub("AceGUI-3.0")
yellowfive@57 4
yellowfive@139 5 local _cboSetups
yellowfive@139 6 local _panelGear
yellowfive@139 7 local _activeSetupId
yellowfive@139 8
yellowfive@139 9 local function getSetupById(id)
yellowfive@139 10 if not id then
yellowfive@139 11 id = _activeSetupId
yellowfive@139 12 end
yellowfive@139 13 local setup
yellowfive@139 14 for i,s in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 15 if s.Id == id then
yellowfive@139 16 setup = s
yellowfive@139 17 break
yellowfive@139 18 end
yellowfive@139 19 end
yellowfive@139 20 return setup
yellowfive@139 21 end
yellowfive@57 22
yellowfive@57 23 -- Returns a number indicating how different two items are (0 means the same, higher means more different)
yellowfive@57 24 local function countItemDifferences(item1, item2)
yellowfive@124 25 -- both nil, the same
yellowfive@124 26 if not item1 and not item2 then
yellowfive@124 27 return 0
yellowfive@124 28 end
yellowfive@124 29
yellowfive@124 30 -- one nil and other not, or different id, totally different
yellowfive@124 31 if (not item1 and item2) or (item1 and not item2) or item1.id ~= item2.id then
yellowfive@149 32 return 100000
yellowfive@124 33 end
yellowfive@124 34
yellowfive@124 35 -- different versions of same item (id + bonus ids + suffix + drop level, constitutes a different physical drop)
yellowfive@135 36 if Amr.GetItemUniqueId(item1, true, true) ~= Amr.GetItemUniqueId(item2, true, true) then
yellowfive@149 37 return 10000
yellowfive@57 38 end
yellowfive@57 39
yellowfive@81 40 -- different upgrade levels of the same item
yellowfive@57 41 if item1.upgradeId ~= item2.upgradeId then
yellowfive@149 42 return 1000
yellowfive@124 43 end
yellowfive@124 44
yellowfive@149 45 -- a change that requires reforging is considered more different than a change that does not;
yellowfive@149 46 -- it is assumed that item1 is how we want the item to be in the end, and item2 is how it currently is
yellowfive@149 47 local aztReforges = 0
yellowfive@149 48 local aztSelects = 0
yellowfive@149 49
yellowfive@149 50 if item1.id == item2.id and (item1.azerite or item2.azerite) then
yellowfive@149 51 -- azerite that needs to be reforged
yellowfive@149 52 if item2.azerite and not item1.azerite then
yellowfive@149 53 -- kind of a dumb case... but we would need to blank all azerite on item2 to match item1
yellowfive@149 54 aztReforges = #item2.azerite * 100
yellowfive@149 55 elseif item2.azerite then
yellowfive@149 56 -- count up azerite on item2 but not on item1, these would need to be reforged
yellowfive@149 57 for i = 1, #item2.azerite do
yellowfive@149 58 local missing = true
yellowfive@149 59 for j = 1, #item1.azerite do
yellowfive@149 60 if item1.azerite[j] == item2.azerite[i] then
yellowfive@149 61 missing = false
yellowfive@149 62 end
yellowfive@149 63 end
yellowfive@149 64 if missing then
yellowfive@149 65 aztReforges = aztReforges + 100
yellowfive@149 66 end
yellowfive@149 67 end
yellowfive@149 68 end
yellowfive@149 69
yellowfive@149 70 -- azerite that needs to be selected
yellowfive@124 71 if item1.azerite and not item2.azerite then
yellowfive@149 72 -- item2 is blank, so just need to choose all the right ones
yellowfive@149 73 aztSelects = #item1.azerite * 10
yellowfive@149 74 elseif item1.azerite then
yellowfive@149 75 -- count up azerite on item1 but not on item2, these would need to be selected
yellowfive@145 76 for i = 1, #item1.azerite do
yellowfive@145 77 local missing = true
yellowfive@124 78 for j = 1, #item2.azerite do
yellowfive@145 79 if item2.azerite[j] == item1.azerite[i] then
yellowfive@124 80 missing = false
yellowfive@124 81 end
yellowfive@124 82 end
yellowfive@124 83 if missing then
yellowfive@149 84 aztSelects = aztSelects + 10
yellowfive@124 85 end
yellowfive@124 86 end
yellowfive@149 87 end
yellowfive@124 88 end
yellowfive@57 89
yellowfive@57 90 -- different gems
yellowfive@57 91 local gemDiffs = 0
yellowfive@57 92 for i = 1, 3 do
yellowfive@57 93 if item1.gemIds[i] ~= item2.gemIds[i] then
yellowfive@57 94 gemDiffs = gemDiffs + 1
yellowfive@57 95 end
yellowfive@57 96 end
yellowfive@57 97
yellowfive@57 98 -- different enchants
yellowfive@57 99 local enchantDiff = 0
yellowfive@57 100 if item1.enchantId ~= item2.enchantId then
yellowfive@57 101 enchantDiff = 1
yellowfive@57 102 end
yellowfive@57 103
yellowfive@149 104 return aztReforges + aztSelects + gemDiffs + enchantDiff
yellowfive@57 105 end
yellowfive@57 106
yellowfive@57 107 -- given a table of items (keyed or indexed doesn't matter) find closest match to item, or nil if none are a match
yellowfive@124 108 local function findMatchingItemFromTable(item, list, bestItem, bestDiff, bestLoc, usedItems, tableType)
yellowfive@57 109 if not list then return nil end
yellowfive@57 110
yellowfive@73 111 local found = false
yellowfive@129 112 for k,listItem in pairs(list) do
yellowfive@57 113 if listItem then
yellowfive@57 114 local diff = countItemDifferences(item, listItem)
yellowfive@57 115 if diff < bestDiff then
yellowfive@57 116 -- each physical item can only be used once, the usedItems table has items we can't use in this search
yellowfive@57 117 local key = string.format("%s_%s", tableType, k)
yellowfive@57 118 if not usedItems[key] then
yellowfive@57 119 bestItem = listItem
yellowfive@57 120 bestDiff = diff
yellowfive@124 121 bestLoc = key
yellowfive@73 122 found = true
yellowfive@57 123 end
yellowfive@57 124 end
yellowfive@73 125 if found then break end
yellowfive@57 126 end
yellowfive@57 127 end
yellowfive@57 128
yellowfive@124 129 return bestItem, bestDiff, bestLoc
yellowfive@57 130 end
yellowfive@57 131
yellowfive@124 132 -- search the player's equipped gear, bag, and bank for an item that best matches the specified item
yellowfive@57 133 function Amr:FindMatchingItem(item, player, usedItems)
yellowfive@57 134 if not item then return nil end
yellowfive@57 135
yellowfive@57 136 local equipped = player.Equipped and player.Equipped[player.ActiveSpec] or nil
yellowfive@151 137 local bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, equipped, nil, 100000, nil, usedItems, "equip")
yellowfive@124 138 bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, player.BagItems, bestItem, bestDiff, bestLoc, usedItems, "bag")
yellowfive@124 139 if player.BankItems then
yellowfive@129 140 bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, player.BankItems, bestItem, bestDiff, bestLoc, usedItems, "bank")
yellowfive@124 141 end
yellowfive@57 142
yellowfive@149 143 if bestDiff >= 100000 then
yellowfive@149 144 return nil, 100000
yellowfive@57 145 else
yellowfive@57 146 usedItems[bestLoc] = true
yellowfive@124 147 return bestItem, bestDiff
yellowfive@57 148 end
yellowfive@57 149 end
yellowfive@57 150
yellowfive@57 151 local function renderEmptyGear(container)
yellowfive@57 152
yellowfive@57 153 local panelBlank = AceGUI:Create("AmrUiPanel")
yellowfive@57 154 panelBlank:SetLayout("None")
yellowfive@57 155 panelBlank:SetBackgroundColor(Amr.Colors.Black, 0.4)
yellowfive@124 156 container:AddChild(panelBlank)
yellowfive@57 157 panelBlank:SetPoint("TOPLEFT", container.content, "TOPLEFT", 6, 0)
yellowfive@57 158 panelBlank:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 159
yellowfive@57 160 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 161 panelBlank:AddChild(lbl)
yellowfive@57 162 lbl:SetText(L.GearBlank)
yellowfive@57 163 lbl:SetWidth(700)
yellowfive@57 164 lbl:SetJustifyH("MIDDLE")
yellowfive@57 165 lbl:SetFont(Amr.CreateFont("Italic", 16, Amr.Colors.TextTan))
yellowfive@57 166 lbl:SetPoint("BOTTOM", panelBlank.content, "CENTER", 0, 20)
yellowfive@57 167
yellowfive@57 168 local lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 169 panelBlank:AddChild(lbl2)
yellowfive@57 170 lbl2:SetText(L.GearBlank2)
yellowfive@57 171 lbl2:SetWidth(700)
yellowfive@57 172 lbl2:SetJustifyH("MIDDLE")
yellowfive@57 173 lbl2:SetFont(Amr.CreateFont("Italic", 16, Amr.Colors.TextTan))
yellowfive@57 174 lbl2:SetPoint("TOP", lbl.frame, "CENTER", 0, -20)
yellowfive@124 175 end
yellowfive@124 176
yellowfive@124 177 -- helper to create a widget for showing a socket or azerite power
yellowfive@124 178 local function createSocketWidget(panelMods, prevWidget, prevIsSocket, isEquipped)
yellowfive@124 179
yellowfive@124 180 -- highlight for socket that doesn't match
yellowfive@124 181 local socketBorder = AceGUI:Create("AmrUiPanel")
yellowfive@124 182 panelMods:AddChild(socketBorder)
yellowfive@124 183 if not prevIsSocket then
yellowfive@124 184 socketBorder:SetPoint("LEFT", prevWidget.frame, "RIGHT", 30, 0)
yellowfive@124 185 else
yellowfive@124 186 socketBorder:SetPoint("LEFT", prevWidget.frame, "RIGHT", 2, 0)
yellowfive@124 187 end
yellowfive@124 188 socketBorder:SetLayout("None")
yellowfive@124 189 socketBorder:SetBackgroundColor(Amr.Colors.Black, isEquipped and 0 or 1)
yellowfive@124 190 socketBorder:SetWidth(26)
yellowfive@124 191 socketBorder:SetHeight(26)
yellowfive@124 192 if isEquipped then
yellowfive@124 193 socketBorder:SetAlpha(0.3)
yellowfive@124 194 end
yellowfive@124 195
yellowfive@124 196 local socketBg = AceGUI:Create("AmrUiIcon")
yellowfive@124 197 socketBorder:AddChild(socketBg)
yellowfive@124 198 socketBg:SetPoint("TOPLEFT", socketBorder.content, "TOPLEFT", 1, -1)
yellowfive@124 199 socketBg:SetLayout("None")
yellowfive@124 200 socketBg:SetBorderWidth(2)
yellowfive@124 201 socketBg:SetIconBorderColor(Amr.Colors.Green, isEquipped and 0 or 1)
yellowfive@124 202 socketBg:SetWidth(24)
yellowfive@124 203 socketBg:SetHeight(24)
yellowfive@124 204
yellowfive@124 205 local socketIcon = AceGUI:Create("AmrUiIcon")
yellowfive@124 206 socketBg:AddChild(socketIcon)
yellowfive@124 207 socketIcon:SetPoint("CENTER", socketBg.content, "CENTER")
yellowfive@124 208 socketIcon:SetBorderWidth(1)
yellowfive@124 209 socketIcon:SetIconBorderColor(Amr.Colors.White)
yellowfive@124 210 socketIcon:SetWidth(18)
yellowfive@124 211 socketIcon:SetHeight(18)
yellowfive@124 212
yellowfive@124 213 return socketBorder, socketIcon
yellowfive@57 214 end
yellowfive@57 215
yellowfive@139 216 local function renderGear(setupId, container)
yellowfive@139 217
yellowfive@139 218 -- release all children that were previously rendered, we gonna redo it now
yellowfive@139 219 container:ReleaseChildren()
yellowfive@57 220
yellowfive@57 221 local player = Amr:ExportCharacter()
yellowfive@139 222
yellowfive@139 223 local gear
yellowfive@139 224 local spec
yellowfive@139 225 local setupIndex
yellowfive@165 226 local essences
yellowfive@139 227 for i, setup in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 228 if setup.Id == setupId then
yellowfive@139 229 setupIndex = i
yellowfive@139 230 gear = setup.Gear
yellowfive@139 231 spec = setup.SpecSlot
yellowfive@165 232 essences = setup.Essences
yellowfive@139 233 break
yellowfive@139 234 end
yellowfive@139 235 end
yellowfive@139 236
yellowfive@57 237 local equipped = player.Equipped[player.ActiveSpec]
yellowfive@57 238
yellowfive@57 239 if not gear then
yellowfive@57 240 -- no gear has been imported for this spec so show a message
yellowfive@57 241 renderEmptyGear(container)
yellowfive@57 242 else
yellowfive@57 243 local panelGear = AceGUI:Create("AmrUiPanel")
yellowfive@57 244 panelGear:SetLayout("None")
yellowfive@57 245 panelGear:SetBackgroundColor(Amr.Colors.Black, 0.3)
yellowfive@124 246 container:AddChild(panelGear)
yellowfive@57 247 panelGear:SetPoint("TOPLEFT", container.content, "TOPLEFT", 6, 0)
yellowfive@57 248 panelGear:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT", -300, 0)
yellowfive@57 249
yellowfive@57 250 local panelMods = AceGUI:Create("AmrUiPanel")
yellowfive@57 251 panelMods:SetLayout("None")
yellowfive@124 252 panelMods:SetBackgroundColor(Amr.Colors.Black, 0.3)
yellowfive@124 253 container:AddChild(panelMods)
yellowfive@57 254 panelMods:SetPoint("TOPLEFT", panelGear.frame, "TOPRIGHT", 15, 0)
yellowfive@57 255 panelMods:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 256
yellowfive@57 257 -- spec icon
yellowfive@57 258 local icon = AceGUI:Create("AmrUiIcon")
yellowfive@57 259 icon:SetIconBorderColor(Amr.Colors.Classes[player.Class])
yellowfive@57 260 icon:SetWidth(48)
yellowfive@57 261 icon:SetHeight(48)
yellowfive@57 262
yellowfive@57 263 local iconSpec
yellowfive@81 264 if player.SubSpecs and player.SubSpecs[spec] then
yellowfive@57 265 iconSpec = player.SubSpecs[spec]
yellowfive@57 266 else
yellowfive@57 267 iconSpec = player.Specs[spec]
yellowfive@57 268 end
yellowfive@57 269
yellowfive@57 270 icon:SetIcon("Interface\\Icons\\" .. Amr.SpecIcons[iconSpec])
yellowfive@124 271 panelGear:AddChild(icon)
yellowfive@57 272 icon:SetPoint("TOPLEFT", panelGear.content, "TOPLEFT", 10, -10)
yellowfive@57 273
yellowfive@57 274 local btnEquip = AceGUI:Create("AmrUiButton")
yellowfive@81 275 btnEquip:SetText(L.GearButtonEquip(L.SpecsShort[player.Specs[spec]]))
yellowfive@57 276 btnEquip:SetBackgroundColor(Amr.Colors.Green)
yellowfive@57 277 btnEquip:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 278 btnEquip:SetWidth(300)
yellowfive@57 279 btnEquip:SetHeight(26)
yellowfive@57 280 btnEquip:SetCallback("OnClick", function(widget)
yellowfive@139 281 Amr:EquipGearSet(setupIndex)
yellowfive@57 282 end)
yellowfive@57 283 panelGear:AddChild(btnEquip)
yellowfive@124 284 btnEquip:SetPoint("LEFT", icon.frame, "RIGHT", 40, 0)
yellowfive@124 285 btnEquip:SetPoint("RIGHT", panelGear.content, "RIGHT", -40, 0)
yellowfive@57 286
yellowfive@57 287 -- each physical item can only be used once, this tracks ones we have already used
yellowfive@57 288 local usedItems = {}
yellowfive@57 289
yellowfive@57 290 -- gear list
yellowfive@57 291 local prevElem = icon
yellowfive@57 292 for slotNum = 1, #Amr.SlotIds do
yellowfive@57 293 local slotId = Amr.SlotIds[slotNum]
yellowfive@57 294
yellowfive@124 295 local equippedItem = equipped and equipped[slotId] or nil
yellowfive@133 296 --local equippedItemLink = equipped and equipped.link or nil
yellowfive@57 297 local optimalItem = gear[slotId]
yellowfive@57 298 local optimalItemLink = Amr.CreateItemLink(optimalItem)
yellowfive@57 299
yellowfive@57 300 -- see if item is currently equipped, is false if don't have any item for that slot (e.g. OH for a 2-hander)
yellowfive@57 301 local isEquipped = false
yellowfive@135 302 if equippedItem and optimalItem and Amr.GetItemUniqueId(equippedItem, false, true) == Amr.GetItemUniqueId(optimalItem, false, true) then
yellowfive@145 303
yellowfive@145 304 if slotId == 1 or slotId == 3 or slotId == 5 then
yellowfive@145 305 -- show the item as not equipped if azerite doesn't match... might mean they have to switch to another version of same item
yellowfive@149 306 local aztDiff = countItemDifferences(optimalItem, equippedItem)
yellowfive@153 307 if aztDiff < 10 then
yellowfive@145 308 isEquipped = true
yellowfive@145 309 end
yellowfive@145 310 else
yellowfive@145 311 isEquipped = true
yellowfive@145 312 end
yellowfive@57 313 end
yellowfive@124 314
yellowfive@124 315 local isAzerite = optimalItem and C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItemByID(optimalItem.id)
yellowfive@165 316 local isEssence = essences and optimalItem and optimalItem.id == 158075
yellowfive@57 317
yellowfive@57 318 -- find the item in the player's inventory that best matches what the optimization wants to use
yellowfive@124 319 local matchItem = Amr:FindMatchingItem(optimalItem, player, usedItems)
yellowfive@57 320
yellowfive@57 321 -- slot label
yellowfive@57 322 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 323 panelGear:AddChild(lbl)
yellowfive@124 324 lbl:SetPoint("TOPLEFT", prevElem.frame, "BOTTOMLEFT", 0, -12)
yellowfive@57 325 lbl:SetText(Amr.SlotDisplayText[slotId])
yellowfive@57 326 lbl:SetWidth(85)
yellowfive@57 327 lbl:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 328 prevElem = lbl
yellowfive@57 329
yellowfive@57 330 -- ilvl label
yellowfive@57 331 local lblIlvl = AceGUI:Create("AmrUiLabel")
yellowfive@124 332 panelGear:AddChild(lblIlvl)
yellowfive@124 333 lblIlvl:SetPoint("TOPLEFT", lbl.frame, "TOPRIGHT", 0, 0)
yellowfive@57 334 lblIlvl:SetWidth(45)
yellowfive@57 335 lblIlvl:SetFont(Amr.CreateFont("Italic", 14, Amr.Colors.TextTan))
yellowfive@57 336
yellowfive@57 337 -- equipped label
yellowfive@57 338 local lblEquipped = AceGUI:Create("AmrUiLabel")
yellowfive@124 339 panelGear:AddChild(lblEquipped)
yellowfive@124 340 lblEquipped:SetPoint("TOPLEFT", lblIlvl.frame, "TOPRIGHT", 0, 0)
yellowfive@57 341 lblEquipped:SetWidth(20)
yellowfive@57 342 lblEquipped:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 343 lblEquipped:SetText(isEquipped and "E" or "")
yellowfive@57 344
yellowfive@57 345 -- item name/link label
yellowfive@57 346 local lblItem = AceGUI:Create("AmrUiLabel")
yellowfive@124 347 panelGear:AddChild(lblItem)
yellowfive@124 348 lblItem:SetPoint("TOPLEFT", lblEquipped.frame, "TOPRIGHT", 0, 0)
yellowfive@57 349 lblItem:SetWordWrap(false)
yellowfive@57 350 lblItem:SetWidth(345)
yellowfive@57 351 lblItem:SetFont(Amr.CreateFont(isEquipped and "Regular" or "Bold", isEquipped and 14 or 15, Amr.Colors.White))
yellowfive@57 352
yellowfive@133 353 -- fill the name/ilvl labels, which may require asynchronous loading of item information
yellowfive@57 354 if optimalItemLink then
yellowfive@133 355 local gameItem = Item:CreateFromItemLink(optimalItemLink)
yellowfive@133 356 if gameItem then
yellowfive@133 357 local q = gameItem:GetItemQuality()
yellowfive@133 358 if q == 6 then
yellowfive@133 359 -- for artifacts, we consider it equipped if the item id alone matches
yellowfive@133 360 if equippedItem and equippedItem.id == optimalItem.id then
yellowfive@133 361 isEquipped = true
yellowfive@133 362 end
yellowfive@133 363 lblEquipped:SetText(isEquipped and "E" or "")
yellowfive@133 364 end
yellowfive@124 365
yellowfive@137 366 lblItem:SetFont(Amr.CreateFont(isEquipped and "Regular" or "Bold", isEquipped and 14 or 15, Amr.Colors.Qualities[q] or Amr.Colors.White))
yellowfive@133 367 lblItem:SetText(gameItem:GetItemName())
yellowfive@133 368 lblIlvl:SetText(gameItem:GetCurrentItemLevel())
yellowfive@133 369 Amr:SetItemTooltip(lblItem, gameItem:GetItemLink(), "ANCHOR_TOPRIGHT")
yellowfive@133 370 end
yellowfive@57 371 end
yellowfive@57 372
yellowfive@57 373 -- modifications
yellowfive@57 374 if optimalItem then
yellowfive@57 375
yellowfive@165 376 -- gems or azerite powers or essences
yellowfive@124 377 local prevSocket = nil
yellowfive@124 378
yellowfive@124 379 if isAzerite then
yellowfive@124 380 local azt = optimalItem.azerite or {}
yellowfive@124 381 for i,spellId in ipairs(azt) do
yellowfive@124 382 if spellId and spellId ~= 0 then
yellowfive@135 383 local equippedAzt = matchItem and matchItem.azerite or {}
yellowfive@124 384 local isPowerActive = Amr.Contains(equippedAzt, spellId)
yellowfive@124 385
yellowfive@124 386 local socketBorder, socketIcon = createSocketWidget(panelMods, prevSocket or lblItem, prevSocket, isPowerActive)
yellowfive@124 387
yellowfive@124 388 -- set icon and tooltip
yellowfive@133 389 local _, _, spellIcon = GetSpellInfo(spellId)
yellowfive@124 390 socketIcon:SetIcon(spellIcon)
yellowfive@124 391 Amr:SetSpellTooltip(socketIcon, spellId, "ANCHOR_TOPRIGHT")
yellowfive@124 392
yellowfive@124 393 prevSocket = socketBorder
yellowfive@124 394 end
yellowfive@124 395 end
yellowfive@165 396 elseif isEssence then
yellowfive@165 397 -- TODO: render essence differences
yellowfive@124 398 else
yellowfive@124 399 for i = 1, #optimalItem.gemIds do
yellowfive@124 400 -- we rely on the fact that the gear sets coming back from the site will almost always have all sockets filled,
yellowfive@124 401 -- because it's a pain to get the actual number of sockets on an item from within the game
yellowfive@57 402 local g = optimalItem.gemIds[i]
yellowfive@124 403 if g == 0 then break end
yellowfive@124 404
yellowfive@124 405 local isGemEquipped = matchItem and matchItem.gemIds and matchItem.gemIds[i] == g
yellowfive@57 406
yellowfive@124 407 local socketBorder, socketIcon = createSocketWidget(panelMods, prevSocket or lblItem, prevSocket, isGemEquipped)
yellowfive@57 408
yellowfive@57 409 -- get icon for optimized gem
yellowfive@133 410 local gameItem = Item:CreateFromItemID(g)
yellowfive@133 411 if gameItem then
yellowfive@133 412 socketIcon:SetIcon(gameItem:GetItemIcon())
yellowfive@133 413 Amr:SetItemTooltip(socketIcon, gameItem:GetItemLink(), "ANCHOR_TOPRIGHT")
yellowfive@133 414 end
yellowfive@89 415
yellowfive@89 416 prevSocket = socketBorder
yellowfive@57 417 end
yellowfive@57 418 end
yellowfive@124 419
yellowfive@57 420 -- enchant
yellowfive@57 421 if optimalItem.enchantId and optimalItem.enchantId ~= 0 then
yellowfive@57 422 local isEnchantEquipped = matchItem and matchItem.enchantId and matchItem.enchantId == optimalItem.enchantId
yellowfive@135 423
yellowfive@57 424 local lblEnchant = AceGUI:Create("AmrUiLabel")
yellowfive@124 425 panelMods:AddChild(lblEnchant)
yellowfive@124 426 lblEnchant:SetPoint("TOPLEFT", lblItem.frame, "TOPRIGHT", 130, 0)
yellowfive@57 427 lblEnchant:SetWordWrap(false)
yellowfive@57 428 lblEnchant:SetWidth(170)
yellowfive@57 429 lblEnchant:SetFont(Amr.CreateFont(isEnchantEquipped and "Regular" or "Bold", 14, isEnchantEquipped and Amr.Colors.TextGray or Amr.Colors.White))
yellowfive@57 430
yellowfive@124 431 local enchInfo = Amr.db.char.ExtraEnchantData[optimalItem.enchantId]
yellowfive@57 432 if enchInfo then
yellowfive@57 433 lblEnchant:SetText(enchInfo.text)
yellowfive@57 434
yellowfive@133 435 local gameItem = Item:CreateFromItemID(enchInfo.itemId)
yellowfive@133 436 if gameItem then
yellowfive@133 437 Amr:SetItemTooltip(lblEnchant, gameItem:GetItemLink(), "ANCHOR_TOPRIGHT")
yellowfive@133 438 end
yellowfive@57 439 end
yellowfive@124 440
yellowfive@57 441 end
yellowfive@57 442 end
yellowfive@57 443
yellowfive@57 444 prevElem = lbl
yellowfive@57 445 end
yellowfive@57 446 end
yellowfive@57 447 end
yellowfive@57 448
yellowfive@139 449 local function onSetupChange(widget, eventName, value)
yellowfive@139 450 _activeSetupId = value
yellowfive@139 451 renderGear(_activeSetupId, _panelGear)
yellowfive@57 452 end
yellowfive@57 453
yellowfive@57 454 local function onImportClick(widget)
yellowfive@57 455 Amr:ShowImportWindow()
yellowfive@57 456 end
yellowfive@57 457
yellowfive@139 458 function Amr:PickFirstSetupForSpec()
yellowfive@139 459 local specSlot = GetSpecialization()
yellowfive@139 460 for i, setup in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 461 if setup.SpecSlot == specSlot then
yellowfive@139 462 _activeSetupId = setup.Id
yellowfive@139 463 break
yellowfive@139 464 end
yellowfive@139 465 end
yellowfive@139 466 end
yellowfive@139 467
yellowfive@139 468 function Amr:GetActiveSetupId()
yellowfive@139 469 return _activeSetupId
yellowfive@139 470 end
yellowfive@139 471
yellowfive@139 472 function Amr:SetActiveSetupId(setupId)
yellowfive@139 473 _activeSetupId = setupId
yellowfive@139 474 end
yellowfive@139 475
yellowfive@139 476 function Amr:GetActiveSetupLabel()
yellowfive@139 477 if not _activeSetupId then
yellowfive@139 478 return nil
yellowfive@139 479 end
yellowfive@139 480 local setup = getSetupById(_activeSetupId)
yellowfive@139 481 if not setup then
yellowfive@139 482 return nil
yellowfive@139 483 else
yellowfive@139 484 return setup.Label
yellowfive@139 485 end
yellowfive@139 486 end
yellowfive@139 487
yellowfive@57 488 -- renders the main UI for the Gear tab
yellowfive@57 489 function Amr:RenderTabGear(container)
yellowfive@57 490
yellowfive@57 491 local btnImport = AceGUI:Create("AmrUiButton")
yellowfive@57 492 btnImport:SetText(L.GearButtonImportText)
yellowfive@57 493 btnImport:SetBackgroundColor(Amr.Colors.Orange)
yellowfive@57 494 btnImport:SetFont(Amr.CreateFont("Bold", 16, Amr.Colors.White))
yellowfive@57 495 btnImport:SetWidth(120)
yellowfive@57 496 btnImport:SetHeight(26)
yellowfive@57 497 btnImport:SetCallback("OnClick", onImportClick)
yellowfive@57 498 container:AddChild(btnImport)
yellowfive@124 499 btnImport:SetPoint("TOPLEFT", container.content, "TOPLEFT", 0, -81)
yellowfive@57 500
yellowfive@57 501 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 502 container:AddChild(lbl)
yellowfive@57 503 lbl:SetText(L.GearImportNote)
yellowfive@57 504 lbl:SetWidth(100)
yellowfive@57 505 lbl:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.TextTan))
yellowfive@57 506 lbl:SetJustifyH("MIDDLE")
yellowfive@57 507 lbl:SetPoint("TOP", btnImport.frame, "BOTTOM", 0, -5)
yellowfive@57 508
yellowfive@57 509 local lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 510 container:AddChild(lbl2)
yellowfive@57 511 lbl2:SetText(L.GearTipTitle)
yellowfive@57 512 lbl2:SetWidth(140)
yellowfive@57 513 lbl2:SetFont(Amr.CreateFont("Italic", 20, Amr.Colors.Text))
yellowfive@57 514 lbl2:SetJustifyH("MIDDLE")
yellowfive@57 515 lbl2:SetPoint("TOP", lbl.frame, "BOTTOM", 0, -50)
yellowfive@57 516
yellowfive@57 517 lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 518 container:AddChild(lbl)
yellowfive@57 519 lbl:SetText(L.GearTipText)
yellowfive@57 520 lbl:SetWidth(140)
yellowfive@57 521 lbl:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.Text))
yellowfive@57 522 lbl:SetJustifyH("MIDDLE")
yellowfive@57 523 lbl:SetPoint("TOP", lbl2.frame, "BOTTOM", 0, -5)
yellowfive@57 524
yellowfive@57 525 lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 526 container:AddChild(lbl2)
yellowfive@57 527 lbl2:SetText(L.GearTipCommands)
yellowfive@57 528 lbl2:SetWidth(130)
yellowfive@57 529 lbl2:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.Text))
yellowfive@57 530 lbl2:SetPoint("TOP", lbl.frame, "BOTTOM", 10, -5)
yellowfive@57 531
yellowfive@139 532 _cboSetups = AceGUI:Create("AmrUiDropDown")
yellowfive@139 533 _cboSetups:SetWidth(300)
yellowfive@139 534 container:AddChild(_cboSetups)
yellowfive@139 535 _cboSetups:SetPoint("TOPLEFT", container.content, "TOPLEFT", 150, -27.5)
yellowfive@81 536
yellowfive@139 537 _panelGear = AceGUI:Create("AmrUiPanel")
yellowfive@139 538 _panelGear:SetLayout("None")
yellowfive@139 539 _panelGear:SetBackgroundColor(Amr.Colors.Bg)
yellowfive@139 540 container:AddChild(_panelGear)
yellowfive@139 541 _panelGear:SetPoint("TOPLEFT", container.content, "TOPLEFT", 144, -58)
yellowfive@139 542 _panelGear:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 543
yellowfive@61 544 local btnShop = AceGUI:Create("AmrUiButton")
yellowfive@161 545 container:AddChild(btnShop)
yellowfive@61 546 btnShop:SetText(L.GearButtonShop)
yellowfive@61 547 btnShop:SetBackgroundColor(Amr.Colors.Blue)
yellowfive@61 548 btnShop:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@161 549 btnShop:SetWidth(200)
yellowfive@61 550 btnShop:SetHeight(26)
yellowfive@61 551 btnShop:SetCallback("OnClick", function(widget) Amr:ShowShopWindow() end)
yellowfive@161 552 btnShop:SetPoint("TOPRIGHT", container.content, "TOPRIGHT", -42, -25)
yellowfive@161 553
yellowfive@161 554 local btnJunk = AceGUI:Create("AmrUiButton")
yellowfive@161 555 container:AddChild(btnJunk)
yellowfive@161 556 btnJunk:SetText(L.GearButtonJunk)
yellowfive@161 557 btnJunk:SetBackgroundColor(Amr.Colors.Blue)
yellowfive@161 558 btnJunk:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@161 559 btnJunk:SetWidth(200)
yellowfive@161 560 btnJunk:SetHeight(26)
yellowfive@161 561 btnJunk:SetCallback("OnClick", function(widget) Amr:ShowJunkWindow() end)
yellowfive@161 562 btnJunk:SetPoint("CENTER", btnShop.frame, "CENTER", 0, 36)
yellowfive@139 563
yellowfive@139 564 -- pick a default tab based on player's current spec if none is already specified
yellowfive@139 565 if not _activeSetupId then
yellowfive@139 566 Amr:PickFirstSetupForSpec()
yellowfive@57 567 end
yellowfive@139 568
yellowfive@139 569 Amr:RefreshGearDisplay()
yellowfive@139 570
yellowfive@139 571 -- set event on dropdown after UI has been initially rendered
yellowfive@139 572 _cboSetups:SetCallback("OnChange", onSetupChange)
yellowfive@57 573 end
yellowfive@57 574
yellowfive@57 575 function Amr:ReleaseTabGear()
yellowfive@139 576 _cboSetups = nil
yellowfive@139 577 _panelGear = nil
yellowfive@57 578 end
yellowfive@57 579
yellowfive@57 580 -- refresh display of the current gear tab
yellowfive@139 581 function Amr:RefreshGearDisplay()
yellowfive@139 582
yellowfive@139 583 if not _panelGear then
yellowfive@139 584 return
yellowfive@139 585 end
yellowfive@139 586
yellowfive@139 587 -- fill the gear setup picker
yellowfive@139 588 local setupList = {}
yellowfive@139 589 for i, setup in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 590 table.insert(setupList, { text = setup.Label, value = setup.Id })
yellowfive@139 591 end
yellowfive@139 592 _cboSetups:SetItems(setupList)
yellowfive@139 593
yellowfive@139 594 -- set selected value
yellowfive@139 595 local prev = _activeSetupId
yellowfive@139 596 _cboSetups:SelectItem(_activeSetupId)
yellowfive@139 597
yellowfive@139 598 if prev == _activeSetupId then
yellowfive@139 599 -- selecting will trigger the change event if it changed; if it didn't change, do a render now
yellowfive@139 600 renderGear(_activeSetupId, _panelGear)
yellowfive@139 601 end
yellowfive@57 602 end
yellowfive@57 603
yellowfive@57 604
yellowfive@57 605 ------------------------------------------------------------------------------------------------
yellowfive@57 606 -- Gear Set Management
yellowfive@57 607 ------------------------------------------------------------------------------------------------
yellowfive@57 608 local _waitingForSpec = 0
yellowfive@124 609 local _pendingGearOps = nil
yellowfive@124 610 local _currentGearOp = nil
yellowfive@124 611 local _itemLockAction = nil
yellowfive@124 612 local _gearOpPasses = 0
yellowfive@124 613 local _gearOpWaiting = nil
yellowfive@57 614
yellowfive@124 615 local beginEquipGearSet, processCurrentGearOp, nextGearOp
yellowfive@89 616
yellowfive@57 617 -- find the first empty slot in the player's backpack+bags
yellowfive@161 618 local function findFirstEmptyBagSlot(usedBagSlots)
yellowfive@57 619
yellowfive@57 620 local bagIds = {}
yellowfive@57 621 table.insert(bagIds, BACKPACK_CONTAINER)
yellowfive@57 622 for bagId = 1, NUM_BAG_SLOTS do
yellowfive@57 623 table.insert(bagIds, bagId)
yellowfive@57 624 end
yellowfive@57 625
yellowfive@57 626 for i, bagId in ipairs(bagIds) do
yellowfive@57 627 local numSlots = GetContainerNumSlots(bagId)
yellowfive@57 628 for slotId = 1, numSlots do
yellowfive@161 629 if not usedBagSlots or not usedBagSlots[bagId] or not usedBagSlots[bagId][slotId] then
yellowfive@161 630 local _, _, _, _, _, _, itemLink = GetContainerItemInfo(bagId, slotId)
yellowfive@161 631 if not itemLink then
yellowfive@161 632 -- this prevents repeated calls to this from returning the same bag slot if desired
yellowfive@161 633 if usedBagSlots then
yellowfive@161 634 if not usedBagSlots[bagId] then
yellowfive@161 635 usedBagSlots[bagId] = {}
yellowfive@161 636 end
yellowfive@161 637 usedBagSlots[bagId][slotId] = true
yellowfive@161 638 end
yellowfive@161 639
yellowfive@161 640 return bagId, slotId
yellowfive@161 641 end
yellowfive@57 642 end
yellowfive@57 643 end
yellowfive@57 644 end
yellowfive@57 645
yellowfive@57 646 return nil, nil
yellowfive@57 647 end
yellowfive@57 648
yellowfive@161 649
yellowfive@161 650
yellowfive@124 651 -- scan a bag for the best matching item
yellowfive@124 652 local function scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@124 653 local numSlots = GetContainerNumSlots(bagId)
yellowfive@149 654 local loc = ItemLocation.CreateEmpty()
yellowfive@124 655 for slotId = 1, numSlots do
yellowfive@124 656 local _, _, _, _, _, _, itemLink = GetContainerItemInfo(bagId, slotId)
yellowfive@124 657 -- we skip any stackable item, as far as we know, there is no equippable gear that can be stacked
yellowfive@124 658 if itemLink then
yellowfive@124 659 local bagItem = Amr.ParseItemLink(itemLink)
yellowfive@124 660 if bagItem ~= nil then
yellowfive@149 661 -- see if this is an azerite item and read azerite power ids
yellowfive@149 662 loc:SetBagAndSlot(bagId, slotId)
yellowfive@149 663 if C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItem(loc) then
yellowfive@149 664 local powers = Amr.ReadAzeritePowers(loc)
yellowfive@149 665 if powers then
yellowfive@149 666 bagItem.azerite = powers
yellowfive@149 667 end
yellowfive@149 668 end
yellowfive@149 669
yellowfive@124 670 local diff = countItemDifferences(item, bagItem)
yellowfive@124 671 if diff < bestDiff then
yellowfive@124 672 bestItem = { bag = bagId, slot = slotId }
yellowfive@124 673 bestDiff = diff
yellowfive@124 674 bestLink = itemLink
yellowfive@124 675 end
yellowfive@124 676 end
yellowfive@124 677 end
yellowfive@57 678 end
yellowfive@124 679 return bestItem, bestDiff, bestLink
yellowfive@57 680 end
yellowfive@57 681
yellowfive@124 682 -- find the item in the player's inventory that best matches the current gear op item, favoring stuff already equipped, then in bags, then in bank
yellowfive@124 683 local function findCurrentGearOpItem()
yellowfive@124 684
yellowfive@124 685 local item = _currentGearOp.items[_currentGearOp.nextSlot]
yellowfive@124 686
yellowfive@57 687 local bestItem = nil
yellowfive@57 688 local bestLink = nil
yellowfive@124 689 local bestDiff = 10000
yellowfive@57 690
yellowfive@73 691 -- inventory
yellowfive@73 692 bestItem, bestDiff, bestLink = scanBagForItem(item, BACKPACK_CONTAINER, bestItem, bestDiff, bestLink)
yellowfive@73 693 for bagId = 1, NUM_BAG_SLOTS do
yellowfive@73 694 bestItem, bestDiff, bestLink = scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@73 695 end
yellowfive@73 696
yellowfive@129 697 -- with new approach, the item to use should never be equipped, should be in bags at this point
yellowfive@129 698 --[[
yellowfive@61 699 -- equipped items, but skip slots we have just equipped (to avoid e.g. just moving 2 of the same item back and forth between mh oh weapon slots)
yellowfive@57 700 for slotNum = 1, #Amr.SlotIds do
yellowfive@57 701 local slotId = Amr.SlotIds[slotNum]
yellowfive@124 702 if _currentGearOp.slotsRemaining[slotId] then
yellowfive@61 703 local itemLink = GetInventoryItemLink("player", slotId)
yellowfive@61 704 if itemLink then
yellowfive@61 705 local invItem = Amr.ParseItemLink(itemLink)
yellowfive@124 706 if invItem then
yellowfive@61 707 local diff = countItemDifferences(item, invItem)
yellowfive@61 708 if diff < bestDiff then
yellowfive@61 709 bestItem = { slot = slotId }
yellowfive@61 710 bestDiff = diff
yellowfive@61 711 bestLink = itemLink
yellowfive@61 712 end
yellowfive@57 713 end
yellowfive@57 714 end
yellowfive@57 715 end
yellowfive@57 716 end
yellowfive@129 717 ]]
yellowfive@129 718
yellowfive@57 719 -- bank
yellowfive@124 720 if bestDiff > 0 then
yellowfive@124 721 bestItem, bestDiff, bestLink = scanBagForItem(item, BANK_CONTAINER, bestItem, bestDiff, bestLink)
yellowfive@124 722 for bagId = NUM_BAG_SLOTS + 1, NUM_BAG_SLOTS + NUM_BANKBAGSLOTS do
yellowfive@124 723 bestItem, bestDiff, bestLink = scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@124 724 end
yellowfive@57 725 end
yellowfive@124 726
yellowfive@124 727 return bestItem, bestDiff, bestLink
yellowfive@124 728 end
yellowfive@124 729
yellowfive@143 730 local function createAmrEquipmentSet()
yellowfive@133 731
yellowfive@143 732 -- clear any currently ignored slots, ignore shirt and tabard
yellowfive@143 733 C_EquipmentSet.ClearIgnoredSlotsForSave()
yellowfive@133 734 C_EquipmentSet.IgnoreSlotForSave(INVSLOT_BODY) -- shirt
yellowfive@133 735 C_EquipmentSet.IgnoreSlotForSave(INVSLOT_TABARD)
yellowfive@133 736
yellowfive@133 737 -- for now use icon of the spec
yellowfive@133 738 local _, specName, _, setIcon = GetSpecializationInfo(GetSpecialization())
yellowfive@57 739
yellowfive@133 740 --[[
yellowfive@124 741 local item = Amr.ParseItemLink(GetInventoryItemLink("player", INVSLOT_MAINHAND))
yellowfive@124 742 if not item then
yellowfive@124 743 item = Amr.ParseItemLink(GetInventoryItemLink("player", INVSLOT_OFFHAND))
yellowfive@124 744 end
yellowfive@124 745 if item then
yellowfive@133 746 local itemObj = Item:CreateFromItemID(item.id)
yellowfive@133 747 if itemObj then
yellowfive@133 748 setIcon = itemObj:GetItemIcon()
yellowfive@133 749 end
yellowfive@133 750 end
yellowfive@133 751 ]]
yellowfive@133 752
yellowfive@139 753 local setup = getSetupById(_activeSetupId)
yellowfive@139 754 local setname = setup.Label -- "AMR " .. specName
yellowfive@133 755 local setid = C_EquipmentSet.GetEquipmentSetID(setname)
yellowfive@133 756 if setid then
yellowfive@145 757 local oldName, oldIcon = C_EquipmentSet.GetEquipmentSetInfo(setid)
yellowfive@145 758 setIcon = oldIcon
yellowfive@133 759 C_EquipmentSet.SaveEquipmentSet(setid, setIcon)
yellowfive@133 760 else
yellowfive@133 761 C_EquipmentSet.CreateEquipmentSet(setname, setIcon)
yellowfive@124 762 end
yellowfive@124 763 end
yellowfive@124 764
yellowfive@143 765 -- on completion, create an equipment manager set if desired
yellowfive@143 766 local function onEquipGearSetComplete()
yellowfive@143 767 if Amr.db.profile.options.disableEm then return end
yellowfive@143 768
yellowfive@143 769 -- create an equipment manager set
yellowfive@143 770 createAmrEquipmentSet()
yellowfive@143 771
yellowfive@143 772 -- need to call it twice because on first load the WoW equipment manager just doesn't work
yellowfive@143 773 Amr.Wait(1, function()
yellowfive@143 774 createAmrEquipmentSet()
yellowfive@143 775 end)
yellowfive@143 776 end
yellowfive@143 777
yellowfive@124 778 -- stop any currently in-progress gear swapping operation and clean up
yellowfive@124 779 local function disposeGearOp()
yellowfive@124 780 _pendingGearOps = nil
yellowfive@124 781 _currentGearOp = nil
yellowfive@124 782 _itemLockAction = nil
yellowfive@124 783 _gearOpPasses = 0
yellowfive@124 784 _gearOpWaiting = nil
yellowfive@124 785
yellowfive@124 786 -- make sure the gear tab is still in sync
yellowfive@139 787 Amr:RefreshGearDisplay()
yellowfive@124 788 end
yellowfive@124 789
yellowfive@124 790 -- initialize a gear op to start running it
yellowfive@139 791 local function initializeGearOp(op, setupId, pos)
yellowfive@124 792 op.pos = pos
yellowfive@139 793 op.setupId = setupId
yellowfive@124 794
yellowfive@124 795 -- fill the remaining slot list and set the starting slot
yellowfive@124 796 op.nextSlot = nil
yellowfive@124 797 op.slotsRemaining = {}
yellowfive@124 798 op.isWaiting = false
yellowfive@124 799 for slotId, item in pairs(op.items) do
yellowfive@124 800 op.slotsRemaining[slotId] = true
yellowfive@124 801 if not op.nextSlot then
yellowfive@124 802 op.nextSlot = slotId
yellowfive@124 803 end
yellowfive@124 804 end
yellowfive@124 805 end
yellowfive@124 806
yellowfive@124 807 function processCurrentGearOp()
yellowfive@124 808 if not _currentGearOp then return end
yellowfive@124 809
yellowfive@124 810 if _currentGearOp.remove then
yellowfive@124 811 -- remove the next item
yellowfive@124 812
yellowfive@124 813 -- check if the slot is already empty
yellowfive@124 814 local itemLink = GetInventoryItemLink("player", _currentGearOp.nextSlot)
yellowfive@124 815 if not itemLink then
yellowfive@124 816 nextGearOp()
yellowfive@124 817 return
yellowfive@124 818 end
yellowfive@124 819
yellowfive@57 820 -- find first empty bag slot
yellowfive@57 821 local invBag, invSlot = findFirstEmptyBagSlot()
yellowfive@57 822 if not invBag then
yellowfive@57 823 -- stop if bags are too full
yellowfive@57 824 Amr:Print(L.GearEquipErrorBagFull)
yellowfive@124 825 disposeGearOp()
yellowfive@57 826 return
yellowfive@57 827 end
yellowfive@57 828
yellowfive@124 829 PickupInventoryItem(_currentGearOp.nextSlot)
yellowfive@57 830 PickupContainerItem(invBag, invSlot)
yellowfive@57 831
yellowfive@124 832 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 833 _itemLockAction = {
yellowfive@57 834 bagId = invBag,
yellowfive@124 835 slotId = invSlot,
yellowfive@124 836 isRemove = true
yellowfive@57 837 }
yellowfive@124 838
yellowfive@124 839 ClearCursor()
yellowfive@124 840 -- wait for remove to complete
yellowfive@124 841 else
yellowfive@124 842 -- equip the next item
yellowfive@57 843
yellowfive@124 844 local bestItem, bestDiff, bestLink = findCurrentGearOpItem()
yellowfive@124 845
yellowfive@124 846 _itemLockAction = nil
yellowfive@57 847 ClearCursor()
yellowfive@124 848
yellowfive@124 849 if not bestItem then
yellowfive@124 850 -- stop if we can't find an item
yellowfive@124 851 Amr:Print(L.GearEquipErrorNotFound)
yellowfive@124 852 Amr:Print(L.GearEquipErrorNotFound2)
yellowfive@124 853 disposeGearOp()
yellowfive@124 854
yellowfive@124 855 elseif bestItem and bestItem.bag and (bestItem.bag == BANK_CONTAINER or bestItem.bag >= NUM_BAG_SLOTS + 1 and bestItem.bag <= NUM_BAG_SLOTS + NUM_BANKBAGSLOTS) then
yellowfive@124 856 -- find first empty bag slot
yellowfive@124 857 local invBag, invSlot = findFirstEmptyBagSlot()
yellowfive@124 858 if not invBag then
yellowfive@124 859 -- stop if bags are too full
yellowfive@124 860 Amr:Print(L.GearEquipErrorBagFull)
yellowfive@124 861 disposeGearOp()
yellowfive@124 862 return
yellowfive@124 863 end
yellowfive@124 864
yellowfive@124 865 -- move from bank to bag
yellowfive@124 866 PickupContainerItem(bestItem.bag, bestItem.slot)
yellowfive@124 867 PickupContainerItem(invBag, invSlot)
yellowfive@124 868
yellowfive@124 869 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 870 _itemLockAction = {
yellowfive@124 871 bagId = invBag,
yellowfive@124 872 slotId = invSlot,
yellowfive@124 873 isBank = true
yellowfive@124 874 }
yellowfive@124 875
yellowfive@124 876 ClearCursor()
yellowfive@124 877 -- now we need to wait for game event to continue and try this item again after it is in our bag and unlocked
yellowfive@124 878
yellowfive@124 879 elseif (bestItem.bag or bestItem.bag == 0) and not Amr:CanEquip(bestItem.bag, bestItem.slot) then
yellowfive@57 880 -- if an item is not soulbound, then warn the user and quit
yellowfive@57 881 Amr:Print(L.GearEquipErrorSoulbound(bestLink))
yellowfive@124 882 disposeGearOp()
yellowfive@124 883
yellowfive@57 884 else
yellowfive@124 885
yellowfive@129 886 --print("equipping " .. bestLink .. " in slot " .. _currentGearOp.nextSlot)
yellowfive@129 887
yellowfive@57 888 -- an item in the player's bags or already equipped, equip it
yellowfive@57 889 if bestItem.bag then
yellowfive@57 890 PickupContainerItem(bestItem.bag, bestItem.slot)
yellowfive@57 891 else
yellowfive@124 892 _gearOpWaiting.inventory[bestItem.slot] = true
yellowfive@57 893 PickupInventoryItem(bestItem.slot)
yellowfive@57 894 end
yellowfive@124 895 _gearOpWaiting.inventory[_currentGearOp.nextSlot] = true
yellowfive@124 896 PickupInventoryItem(_currentGearOp.nextSlot)
yellowfive@124 897
yellowfive@124 898 -- don't wait for now, do all equips at once
yellowfive@124 899 --[[
yellowfive@124 900 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 901 _itemLockAction = {
yellowfive@124 902 bagId = bestItem.bag,
yellowfive@124 903 slotId = bestItem.slot,
yellowfive@124 904 invSlot = _currentGearOp.nextSlot,
yellowfive@124 905 isEquip = true
yellowfive@124 906 }
yellowfive@124 907 ]]
yellowfive@124 908
yellowfive@124 909 ClearCursor()
yellowfive@124 910 nextGearOp()
yellowfive@124 911 end
yellowfive@124 912
yellowfive@124 913 end
yellowfive@124 914 end
yellowfive@124 915
yellowfive@124 916 -- when a gear op completes successfully, this will advance to the next op or finish
yellowfive@124 917 function nextGearOp()
yellowfive@124 918 if not _currentGearOp then return end
yellowfive@124 919
yellowfive@139 920 local setupId = _currentGearOp.setupId
yellowfive@124 921 local pos = _currentGearOp.pos
yellowfive@124 922 local passes = _gearOpPasses
yellowfive@124 923
yellowfive@124 924 -- mark the slot as done and move to the next
yellowfive@124 925 if _currentGearOp.nextSlot then
yellowfive@124 926 _currentGearOp.slotsRemaining[_currentGearOp.nextSlot] = nil
yellowfive@124 927 _currentGearOp.nextSlot = nil
yellowfive@124 928 for slotId, item in pairs(_currentGearOp.items) do
yellowfive@124 929 if _currentGearOp.slotsRemaining[slotId] then
yellowfive@124 930 _currentGearOp.nextSlot = slotId
yellowfive@124 931 break
yellowfive@124 932 end
yellowfive@124 933 end
yellowfive@124 934 end
yellowfive@124 935
yellowfive@124 936 if not _currentGearOp.nextSlot then
yellowfive@124 937 -- see if anything is still in progress and we want to wait for it before continuing
yellowfive@124 938 local inProgress = not Amr.IsEmpty(_gearOpWaiting.inventory)
yellowfive@124 939
yellowfive@124 940 if (_currentGearOp.wait or _currentGearOp.remove) and inProgress then
yellowfive@124 941 -- this will cause the item unlock handler to call nextGearOp again when all in-progress swaps have unlocked related slots
yellowfive@124 942 _currentGearOp.isWaiting = true
yellowfive@124 943 else
yellowfive@124 944 _currentGearOp = _pendingGearOps[pos + 1]
yellowfive@124 945 if _currentGearOp then
yellowfive@124 946 -- we have another op, do it
yellowfive@139 947 initializeGearOp(_currentGearOp, setupId, pos + 1)
yellowfive@124 948 processCurrentGearOp()
yellowfive@124 949 else
yellowfive@124 950 -- we are done
yellowfive@124 951 disposeGearOp()
yellowfive@124 952
yellowfive@124 953 -- this will check if not all items were swapped, and either finish up, try again, or abort if have tried too many times
yellowfive@139 954 beginEquipGearSet(setupId, passes + 1)
yellowfive@124 955 end
yellowfive@124 956 end
yellowfive@124 957 else
yellowfive@124 958 -- do the next item
yellowfive@124 959 processCurrentGearOp()
yellowfive@124 960 end
yellowfive@124 961
yellowfive@124 962 end
yellowfive@124 963
yellowfive@124 964 local function handleItemUnlocked(bagId, slotId)
yellowfive@124 965
yellowfive@124 966 -- mark anything that is waiting as unlocked if it is no longer locked
yellowfive@124 967 if _currentGearOp and _gearOpWaiting then
yellowfive@124 968 for i,s in ipairs(Amr.SlotIds) do
yellowfive@124 969 if not IsInventoryItemLocked(s) then
yellowfive@124 970 _gearOpWaiting.inventory[s] = nil
yellowfive@124 971 end
yellowfive@124 972 end
yellowfive@124 973 end
yellowfive@124 974
yellowfive@124 975 if _itemLockAction then
yellowfive@124 976 if _itemLockAction.isRemove then
yellowfive@124 977 -- waiting for a specific remove op to finish before continuing
yellowfive@124 978 if bagId == _itemLockAction.bagId and slotId == _itemLockAction.slotId then
yellowfive@124 979 _itemLockAction = nil
yellowfive@124 980 nextGearOp()
yellowfive@124 981 end
yellowfive@124 982 elseif _itemLockAction.isBank then
yellowfive@124 983 -- waiting for an item to move from bank into inventory, then reprocess the current op
yellowfive@124 984 if bagId == _itemLockAction.bagId and slotId == _itemLockAction.slotId then
yellowfive@124 985 _itemLockAction = nil
yellowfive@124 986 processCurrentGearOp()
yellowfive@124 987 end
yellowfive@124 988
yellowfive@124 989 elseif _itemLockAction.isEquip then
yellowfive@124 990 -- this is not currently used... we do all equips at once usually, but could go back to this if it causes problems
yellowfive@124 991
yellowfive@124 992 -- waiting for a specific equip op to finish
yellowfive@61 993
yellowfive@124 994 -- inventory slot we're swapping to is still locked, can't continue yet
yellowfive@124 995 if IsInventoryItemLocked(_itemLockAction.invSlot) then return end
yellowfive@124 996
yellowfive@124 997 if _itemLockAction.bagId then
yellowfive@124 998 local _, _, locked = GetContainerItemInfo(_itemLockAction.bagId, _itemLockAction.slotId)
yellowfive@124 999 -- the bag slot we're swapping from is still locked, can't continue yet
yellowfive@124 1000 if locked then return end
yellowfive@124 1001 else
yellowfive@124 1002 -- inventory slot we're swapping from is still locked, can't continue yet
yellowfive@124 1003 if IsInventoryItemLocked(_itemLockAction.slotId) then return end
yellowfive@124 1004 end
yellowfive@124 1005
yellowfive@124 1006 _itemLockAction = nil
yellowfive@124 1007 nextGearOp()
yellowfive@124 1008 else
yellowfive@124 1009 -- unknown... shouldn't happen
yellowfive@124 1010 _itemLockAction = nil
yellowfive@57 1011 end
yellowfive@124 1012 else
yellowfive@124 1013
yellowfive@124 1014 -- not waiting on a specific action, check if we are waiting for all locked slots to open up and they are done
yellowfive@124 1015 if _currentGearOp and _gearOpWaiting and _currentGearOp.isWaiting and Amr.IsEmpty(_gearOpWaiting.inventory) then
yellowfive@124 1016 nextGearOp()
yellowfive@124 1017 end
yellowfive@57 1018 end
yellowfive@57 1019
yellowfive@57 1020 end
yellowfive@57 1021
yellowfive@124 1022 local function shuffle(tbl)
yellowfive@124 1023 local size = #tbl
yellowfive@124 1024 for i = size, 1, -1 do
yellowfive@124 1025 local rand = math.random(size)
yellowfive@124 1026 tbl[i], tbl[rand] = tbl[rand], tbl[i]
yellowfive@89 1027 end
yellowfive@124 1028 return tbl
yellowfive@89 1029 end
yellowfive@89 1030
yellowfive@129 1031 local _ohFirst = {
yellowfive@129 1032 [20] = true, -- PaladinProtection
yellowfive@129 1033 [32] = true, -- WarlockDemonology
yellowfive@129 1034 [36] = true -- WarriorProtection
yellowfive@129 1035 }
yellowfive@129 1036
yellowfive@139 1037 function beginEquipGearSet(setupId, passes)
yellowfive@57 1038
yellowfive@139 1039 local setup = getSetupById(setupId)
yellowfive@139 1040
yellowfive@139 1041 if not setup or not setup.Gear then
yellowfive@57 1042 Amr:Print(L.GearEquipErrorEmpty)
yellowfive@57 1043 return
yellowfive@57 1044 end
yellowfive@124 1045
yellowfive@139 1046 local gear = setup.Gear
yellowfive@139 1047 local spec = setup.SpecSlot
yellowfive@139 1048
yellowfive@139 1049 -- ensure all our stored data is up to date
yellowfive@57 1050 local player = Amr:ExportCharacter()
yellowfive@129 1051 local doOhFirst = _ohFirst[player.Specs[spec]]
yellowfive@57 1052
yellowfive@124 1053 local itemsToEquip = {
yellowfive@124 1054 legendaries = {},
yellowfive@124 1055 weapons = {},
yellowfive@129 1056 mh = {},
yellowfive@129 1057 oh = {},
yellowfive@124 1058 rings = {},
yellowfive@124 1059 trinkets = {},
yellowfive@124 1060 others = {},
yellowfive@124 1061 blanks = {}
yellowfive@124 1062 }
yellowfive@57 1063 local remaining = 0
yellowfive@129 1064 local usedItems = {}
yellowfive@124 1065
yellowfive@124 1066 -- check for items that need to be equipped, do in a random order to try and defeat any unique constraint issues we might hit
yellowfive@124 1067 local slots = {}
yellowfive@124 1068 for i,s in ipairs(Amr.SlotIds) do
yellowfive@124 1069 table.insert(slots, s)
yellowfive@124 1070 end
yellowfive@124 1071 shuffle(slots)
yellowfive@124 1072
yellowfive@124 1073 for i,slotId in ipairs(slots) do
yellowfive@124 1074
yellowfive@124 1075 -- we do stuff in batches that avoids most unique conflicts
yellowfive@124 1076 local list = itemsToEquip.others
yellowfive@129 1077 if slotId == 16 then
yellowfive@129 1078 list = itemsToEquip.mh
yellowfive@129 1079 elseif slotId == 17 then
yellowfive@129 1080 list = itemsToEquip.oh
yellowfive@124 1081 elseif slotId == 11 or slotId == 12 then
yellowfive@124 1082 list = itemsToEquip.rings
yellowfive@124 1083 elseif slotId == 13 or slotId == 14 then
yellowfive@124 1084 list = itemsToEquip.trinkets
yellowfive@124 1085 end
yellowfive@124 1086
yellowfive@57 1087 local old = player.Equipped[spec][slotId]
yellowfive@57 1088 local new = gear[slotId]
yellowfive@124 1089 local prevRemaining = remaining
yellowfive@69 1090 if new then
yellowfive@124 1091 -- if the new thing is an artifact, only match the item id
yellowfive@124 1092 local newItem = Item:CreateFromItemID(new.id)
yellowfive@124 1093 local quality = newItem and newItem:GetItemQuality() or 0
yellowfive@124 1094 if quality == 6 then
yellowfive@124 1095 if not old or new.id ~= old.id then
yellowfive@124 1096 list[slotId] = new
yellowfive@129 1097 if list == itemsToEquip.mh or list == itemsToEquip.oh then
yellowfive@129 1098 itemsToEquip.weapons[slotId] = {}
yellowfive@129 1099 end
yellowfive@69 1100 remaining = remaining + 1
yellowfive@69 1101 end
yellowfive@129 1102 else
yellowfive@145 1103
yellowfive@129 1104 -- find the best matching item anywhere in the player's gear
yellowfive@129 1105 local bestItem, bestDiff = Amr:FindMatchingItem(new, player, usedItems)
yellowfive@129 1106 new = bestItem
yellowfive@129 1107
yellowfive@149 1108 local diff = countItemDifferences(new, old)
yellowfive@124 1109
yellowfive@129 1110 if diff > 0 then
yellowfive@124 1111 list[slotId] = new
yellowfive@129 1112 if list == itemsToEquip.mh or list == itemsToEquip.oh then
yellowfive@129 1113 itemsToEquip.weapons[slotId] = {}
yellowfive@129 1114 end
yellowfive@124 1115 remaining = remaining + 1
yellowfive@124 1116 end
yellowfive@124 1117 end
yellowfive@129 1118 elseif old then
yellowfive@124 1119 -- need to remove this item
yellowfive@124 1120 itemsToEquip.blanks[slotId] = {}
yellowfive@124 1121 remaining = remaining + 1
yellowfive@124 1122 end
yellowfive@124 1123
yellowfive@124 1124 if remaining > prevRemaining then
yellowfive@124 1125 -- if we need to swap this slot, see if the old item is a legendary, add a step to remove those first to avoid conflicts
yellowfive@124 1126 if old then
yellowfive@124 1127 local oldItem = Item:CreateFromItemID(old.id)
yellowfive@124 1128 if oldItem and oldItem:GetItemQuality() == 5 then
yellowfive@124 1129 itemsToEquip.legendaries[slotId] = {}
yellowfive@124 1130 end
yellowfive@57 1131 end
yellowfive@57 1132 end
yellowfive@57 1133 end
yellowfive@124 1134
yellowfive@124 1135 if remaining > 0 then
yellowfive@57 1136
yellowfive@124 1137 if passes < 5 then
yellowfive@124 1138 _pendingGearOps = {}
yellowfive@124 1139
yellowfive@129 1140 if not Amr.IsEmpty(itemsToEquip.blanks) then
yellowfive@124 1141 -- if gear set wants slots to be blank, do that first
yellowfive@124 1142 table.insert(_pendingGearOps, { items = itemsToEquip.blanks, remove = true, label = "blanks" })
yellowfive@129 1143 end
yellowfive@124 1144 if not Amr.IsEmpty(itemsToEquip.weapons) then
yellowfive@129 1145 -- change weapons first: remove both, wait, then equip each weapon one by one, waiting after each
yellowfive@129 1146 table.insert(_pendingGearOps, { items = itemsToEquip.weapons, remove = true, label = "remove weapons" })
yellowfive@129 1147 local thisWeapon = doOhFirst and itemsToEquip.oh or itemsToEquip.mh
yellowfive@129 1148 if not Amr.IsEmpty(thisWeapon) then
yellowfive@129 1149 table.insert(_pendingGearOps, { items = thisWeapon, wait = true, label = "equip weapon 1" })
yellowfive@129 1150 end
yellowfive@129 1151 thisWeapon = doOhFirst and itemsToEquip.mh or itemsToEquip.oh
yellowfive@129 1152 if not Amr.IsEmpty(thisWeapon) then
yellowfive@129 1153 table.insert(_pendingGearOps, { items = thisWeapon, wait = true, label = "equip weapon 2" })
yellowfive@129 1154 end
yellowfive@124 1155 end
yellowfive@124 1156 if not Amr.IsEmpty(itemsToEquip.legendaries) then
yellowfive@124 1157 -- remove any legendaries, wait
yellowfive@124 1158 table.insert(_pendingGearOps, { items = itemsToEquip.legendaries, remove = true, label = "remove legendaries" })
yellowfive@124 1159 end
yellowfive@124 1160 if not Amr.IsEmpty(itemsToEquip.rings) then
yellowfive@124 1161 -- remove both rings, wait, then equip new ones
yellowfive@124 1162 table.insert(_pendingGearOps, { items = itemsToEquip.rings, remove = true, label = "remove rings" })
yellowfive@124 1163 table.insert(_pendingGearOps, { items = itemsToEquip.rings, wait = true, label = "equip rings" })
yellowfive@124 1164 end
yellowfive@124 1165 if not Amr.IsEmpty(itemsToEquip.trinkets) then
yellowfive@124 1166 -- remove both trinkets, wait, then equip new ones
yellowfive@124 1167 table.insert(_pendingGearOps, { items = itemsToEquip.trinkets, remove = true, label = "remove trinkets" })
yellowfive@124 1168 table.insert(_pendingGearOps, { items = itemsToEquip.trinkets, wait = true, label = "equip trinkets" })
yellowfive@124 1169 end
yellowfive@124 1170 if not Amr.IsEmpty(itemsToEquip.others) then
yellowfive@124 1171 -- equip all other items, wait for completion
yellowfive@124 1172 table.insert(_pendingGearOps, { items = itemsToEquip.others, wait = true, label = "equip others" })
yellowfive@124 1173 end
yellowfive@124 1174
yellowfive@169 1175 if #_pendingGearOps > 0 then
yellowfive@169 1176 -- make the last operation wait no matter what, before this gets called again to check if everything succeeded
yellowfive@169 1177 _pendingGearOps[#_pendingGearOps].wait = true
yellowfive@124 1178
yellowfive@169 1179 if not _gearOpWaiting then
yellowfive@169 1180 _gearOpWaiting = { inventory = {} }
yellowfive@169 1181 end
yellowfive@169 1182
yellowfive@169 1183 _gearOpPasses = passes
yellowfive@169 1184 _currentGearOp = _pendingGearOps[1]
yellowfive@169 1185 initializeGearOp(_currentGearOp, setupId, 1)
yellowfive@169 1186
yellowfive@169 1187 processCurrentGearOp()
yellowfive@169 1188 else
yellowfive@169 1189 -- TODO: print message that gear set couldn't be equipped
yellowfive@124 1190 end
yellowfive@169 1191
yellowfive@124 1192 else
yellowfive@124 1193 -- TODO: print message that gear set couldn't be equipped
yellowfive@89 1194 end
yellowfive@57 1195
yellowfive@57 1196 else
yellowfive@89 1197 onEquipGearSetComplete()
yellowfive@124 1198 end
yellowfive@57 1199 end
yellowfive@57 1200
yellowfive@57 1201 local function onActiveTalentGroupChanged()
yellowfive@81 1202
yellowfive@57 1203 local auto = Amr.db.profile.options.autoGear
yellowfive@81 1204 local currentSpec = GetSpecialization()
yellowfive@129 1205 local waitingSpec = _waitingForSpec
yellowfive@129 1206 _waitingForSpec = 0
yellowfive@57 1207
yellowfive@139 1208 -- when spec changes, change active setup to first one for this spec (does nothing if they have no setups for this spec)
yellowfive@139 1209 if _activeSetupId then
yellowfive@139 1210 local currentSetup = getSetupById(_activeSetupId)
yellowfive@139 1211 if currentSetup.SpecSlot ~= currentSpec then
yellowfive@139 1212 Amr:PickFirstSetupForSpec()
yellowfive@139 1213 end
yellowfive@139 1214 end
yellowfive@139 1215
yellowfive@129 1216 if currentSpec == waitingSpec or auto then
yellowfive@129 1217 -- spec is what we want, now equip the gear but after a short delay because the game auto-swaps artifact weapons
yellowfive@129 1218 Amr.Wait(2, function()
yellowfive@139 1219 beginEquipGearSet(_activeSetupId, 0)
yellowfive@129 1220 end)
yellowfive@57 1221 end
yellowfive@57 1222 end
yellowfive@57 1223
yellowfive@81 1224 -- activate the specified spec and then equip the saved gear set
yellowfive@139 1225 function Amr:EquipGearSet(setupIndex)
yellowfive@57 1226
yellowfive@139 1227 -- if no argument, then cycle
yellowfive@139 1228 if not setupIndex then
yellowfive@139 1229 if not _activeSetupId then
yellowfive@139 1230 Amr:PickFirstSetupForSpec()
yellowfive@139 1231 end
yellowfive@139 1232 for i,setup in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 1233 if setup.Id == _activeSetupId then
yellowfive@139 1234 setupIndex = i
yellowfive@139 1235 break
yellowfive@139 1236 end
yellowfive@139 1237 end
yellowfive@139 1238 if not setupIndex then
yellowfive@139 1239 setupIndex = 1
yellowfive@139 1240 else
yellowfive@139 1241 setupIndex = setupIndex + 1
yellowfive@139 1242 end
yellowfive@57 1243 end
yellowfive@81 1244
yellowfive@139 1245 setupIndex = tonumber(setupIndex)
yellowfive@81 1246
yellowfive@139 1247 if setupIndex > #Amr.db.char.GearSetups then
yellowfive@139 1248 setupIndex = 1
yellowfive@139 1249 end
yellowfive@139 1250
yellowfive@57 1251 if UnitAffectingCombat("player") then
yellowfive@57 1252 Amr:Print(L.GearEquipErrorCombat)
yellowfive@57 1253 return
yellowfive@57 1254 end
yellowfive@57 1255
yellowfive@139 1256 _activeSetupId = Amr.db.char.GearSetups[setupIndex].Id
yellowfive@139 1257 Amr:RefreshGearDisplay()
yellowfive@139 1258
yellowfive@139 1259 local setup = Amr.db.char.GearSetups[setupIndex]
yellowfive@81 1260 local currentSpec = GetSpecialization()
yellowfive@139 1261 if currentSpec ~= setup.SpecSlot then
yellowfive@139 1262 _waitingForSpec = setup.SpecSlot
yellowfive@139 1263 SetSpecialization(setup.SpecSlot)
yellowfive@57 1264 else
yellowfive@129 1265 -- spec is what we want, now equip the gear
yellowfive@139 1266 beginEquipGearSet(_activeSetupId, 0)
yellowfive@57 1267 end
yellowfive@57 1268 end
yellowfive@57 1269
yellowfive@124 1270 -- moves any gear in bags to the bank if not part of a gear set
yellowfive@57 1271 function Amr:CleanBags()
yellowfive@57 1272 -- TODO: implement
yellowfive@57 1273 end
yellowfive@57 1274
yellowfive@81 1275 --[[
yellowfive@81 1276 local function testfunc(message)
yellowfive@81 1277 print(strsub(message, 13))
yellowfive@81 1278 end
yellowfive@81 1279 ]]
yellowfive@81 1280
yellowfive@57 1281 function Amr:InitializeGear()
yellowfive@87 1282 Amr:AddEventHandler("ACTIVE_TALENT_GROUP_CHANGED", onActiveTalentGroupChanged)
yellowfive@57 1283
yellowfive@81 1284 --Amr:AddEventHandler("CHAT_MSG_CHANNEL", testfunc)
yellowfive@81 1285
yellowfive@57 1286 Amr:AddEventHandler("UNIT_INVENTORY_CHANGED", function(unitID)
yellowfive@57 1287 if unitID and unitID ~= "player" then return end
yellowfive@124 1288
yellowfive@124 1289 -- don't update during a gear operation, wait until it is totally finished
yellowfive@124 1290 if _pendingGearOps then return end
yellowfive@124 1291
yellowfive@139 1292 Amr:RefreshGearDisplay()
yellowfive@57 1293 end)
yellowfive@57 1294
yellowfive@124 1295 Amr:AddEventHandler("ITEM_UNLOCKED", handleItemUnlocked)
yellowfive@122 1296 end
yellowfive@161 1297
yellowfive@161 1298
yellowfive@161 1299 -- export some local methods we need elsewhere
yellowfive@161 1300 Amr.CountItemDifferences = countItemDifferences
yellowfive@161 1301 Amr.FindFirstEmptyBagSlot = findFirstEmptyBagSlot