annotate Gear.lua @ 124:e31b02b24488

Updated for 8.0 pre-patch and BfA.
author yellowfive
date Tue, 17 Jul 2018 09:57:39 -0700
parents f1da233629be
children d9a059484b22
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@57 5 local _gearTabs
yellowfive@57 6 local _activeTab
yellowfive@57 7
yellowfive@57 8 -- Returns a number indicating how different two items are (0 means the same, higher means more different)
yellowfive@57 9 local function countItemDifferences(item1, item2)
yellowfive@124 10 -- both nil, the same
yellowfive@124 11 if not item1 and not item2 then
yellowfive@124 12 return 0
yellowfive@124 13 end
yellowfive@124 14
yellowfive@124 15 -- one nil and other not, or different id, totally different
yellowfive@124 16 if (not item1 and item2) or (item1 and not item2) or item1.id ~= item2.id then
yellowfive@124 17 return 10000
yellowfive@124 18 end
yellowfive@124 19
yellowfive@124 20 -- different versions of same item (id + bonus ids + suffix + drop level, constitutes a different physical drop)
yellowfive@57 21 if Amr.GetItemUniqueId(item1, true) ~= Amr.GetItemUniqueId(item2, true) then
yellowfive@57 22 return 1000
yellowfive@57 23 end
yellowfive@57 24
yellowfive@81 25 -- different upgrade levels of the same item
yellowfive@57 26 if item1.upgradeId ~= item2.upgradeId then
yellowfive@57 27 return 100
yellowfive@124 28 end
yellowfive@124 29
yellowfive@124 30 -- different azerite powers
yellowfive@124 31 local aztDiffs = 0
yellowfive@124 32 if item1.azerite or item2.azerite then
yellowfive@124 33 if item1.azerite and not item2.azerite then
yellowfive@124 34 aztDiffs = #item1.azerite * 10
yellowfive@124 35 elseif item2.azerite and not item1.azerite then
yellowfive@124 36 aztDiffs = #item2.azerite * 10
yellowfive@124 37 else
yellowfive@124 38 -- count up number in item1 but missing from item2
yellowfive@124 39 for i = 1, #item1.azerite do
yellowfive@124 40 local missing = false
yellowfive@124 41 for j = 1, #item2.azerite do
yellowfive@124 42 if item2[j] == item1[i] then
yellowfive@124 43 missing = false
yellowfive@124 44 end
yellowfive@124 45 end
yellowfive@124 46 if missing then
yellowfive@124 47 aztDiffs = aztDiffs + 10
yellowfive@124 48 end
yellowfive@124 49 end
yellowfive@124 50 -- count up number in item2 but missing from item1
yellowfive@124 51 for i = 1, #item2.azerite do
yellowfive@124 52 local missing = false
yellowfive@124 53 for j = 1, #item1.azerite do
yellowfive@124 54 if item1[j] == item2[i] then
yellowfive@124 55 missing = false
yellowfive@124 56 end
yellowfive@124 57 end
yellowfive@124 58 if missing then
yellowfive@124 59 aztDiffs = aztDiffs + 10
yellowfive@124 60 end
yellowfive@124 61 end
yellowfive@124 62 end
yellowfive@124 63 end
yellowfive@57 64
yellowfive@57 65 -- different gems
yellowfive@57 66 local gemDiffs = 0
yellowfive@57 67 for i = 1, 3 do
yellowfive@57 68 if item1.gemIds[i] ~= item2.gemIds[i] then
yellowfive@57 69 gemDiffs = gemDiffs + 1
yellowfive@57 70 end
yellowfive@57 71 end
yellowfive@57 72
yellowfive@57 73 -- different enchants
yellowfive@57 74 local enchantDiff = 0
yellowfive@57 75 if item1.enchantId ~= item2.enchantId then
yellowfive@57 76 enchantDiff = 1
yellowfive@57 77 end
yellowfive@57 78
yellowfive@124 79 return aztDiffs + gemDiffs + enchantDiff
yellowfive@57 80 end
yellowfive@57 81
yellowfive@57 82 -- 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 83 local function findMatchingItemFromTable(item, list, bestItem, bestDiff, bestLoc, usedItems, tableType)
yellowfive@57 84 if not list then return nil end
yellowfive@57 85
yellowfive@73 86 local found = false
yellowfive@124 87 for k,listItem in pairs(list) do
yellowfive@57 88 if listItem then
yellowfive@57 89 local diff = countItemDifferences(item, listItem)
yellowfive@57 90 if diff < bestDiff then
yellowfive@57 91 -- each physical item can only be used once, the usedItems table has items we can't use in this search
yellowfive@57 92 local key = string.format("%s_%s", tableType, k)
yellowfive@57 93 if not usedItems[key] then
yellowfive@57 94 bestItem = listItem
yellowfive@57 95 bestDiff = diff
yellowfive@124 96 bestLoc = key
yellowfive@73 97 found = true
yellowfive@57 98 end
yellowfive@57 99 end
yellowfive@73 100 if found then break end
yellowfive@57 101 end
yellowfive@57 102 end
yellowfive@57 103
yellowfive@124 104 return bestItem, bestDiff, bestLoc
yellowfive@57 105 end
yellowfive@57 106
yellowfive@124 107 -- search the player's equipped gear, bag, and bank for an item that best matches the specified item
yellowfive@57 108 function Amr:FindMatchingItem(item, player, usedItems)
yellowfive@57 109 if not item then return nil end
yellowfive@57 110
yellowfive@57 111 local equipped = player.Equipped and player.Equipped[player.ActiveSpec] or nil
yellowfive@124 112 local bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, equipped, nil, 10000, nil, usedItems, "equip")
yellowfive@124 113 bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, player.BagItems, bestItem, bestDiff, bestLoc, usedItems, "bag")
yellowfive@124 114 if player.BankItems then
yellowfive@124 115 for bagId,bagList in pairs(player.BankItems) do
yellowfive@124 116 bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, bagList, bestItem, bestDiff, bestLoc, usedItems, "bank" .. bagId)
yellowfive@124 117 end
yellowfive@124 118 end
yellowfive@57 119
yellowfive@124 120 if bestDiff >= 10000 then
yellowfive@124 121 return nil, 10000
yellowfive@57 122 else
yellowfive@57 123 usedItems[bestLoc] = true
yellowfive@124 124 return bestItem, bestDiff
yellowfive@57 125 end
yellowfive@57 126 end
yellowfive@57 127
yellowfive@57 128 local function renderEmptyGear(container)
yellowfive@57 129
yellowfive@57 130 local panelBlank = AceGUI:Create("AmrUiPanel")
yellowfive@57 131 panelBlank:SetLayout("None")
yellowfive@57 132 panelBlank:SetBackgroundColor(Amr.Colors.Black, 0.4)
yellowfive@124 133 container:AddChild(panelBlank)
yellowfive@57 134 panelBlank:SetPoint("TOPLEFT", container.content, "TOPLEFT", 6, 0)
yellowfive@57 135 panelBlank:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 136
yellowfive@57 137 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 138 panelBlank:AddChild(lbl)
yellowfive@57 139 lbl:SetText(L.GearBlank)
yellowfive@57 140 lbl:SetWidth(700)
yellowfive@57 141 lbl:SetJustifyH("MIDDLE")
yellowfive@57 142 lbl:SetFont(Amr.CreateFont("Italic", 16, Amr.Colors.TextTan))
yellowfive@57 143 lbl:SetPoint("BOTTOM", panelBlank.content, "CENTER", 0, 20)
yellowfive@57 144
yellowfive@57 145 local lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 146 panelBlank:AddChild(lbl2)
yellowfive@57 147 lbl2:SetText(L.GearBlank2)
yellowfive@57 148 lbl2:SetWidth(700)
yellowfive@57 149 lbl2:SetJustifyH("MIDDLE")
yellowfive@57 150 lbl2:SetFont(Amr.CreateFont("Italic", 16, Amr.Colors.TextTan))
yellowfive@57 151 lbl2:SetPoint("TOP", lbl.frame, "CENTER", 0, -20)
yellowfive@124 152 end
yellowfive@124 153
yellowfive@124 154 -- helper to create a widget for showing a socket or azerite power
yellowfive@124 155 local function createSocketWidget(panelMods, prevWidget, prevIsSocket, isEquipped)
yellowfive@124 156
yellowfive@124 157 -- highlight for socket that doesn't match
yellowfive@124 158 local socketBorder = AceGUI:Create("AmrUiPanel")
yellowfive@124 159 panelMods:AddChild(socketBorder)
yellowfive@124 160 if not prevIsSocket then
yellowfive@124 161 socketBorder:SetPoint("LEFT", prevWidget.frame, "RIGHT", 30, 0)
yellowfive@124 162 else
yellowfive@124 163 socketBorder:SetPoint("LEFT", prevWidget.frame, "RIGHT", 2, 0)
yellowfive@124 164 end
yellowfive@124 165 socketBorder:SetLayout("None")
yellowfive@124 166 socketBorder:SetBackgroundColor(Amr.Colors.Black, isEquipped and 0 or 1)
yellowfive@124 167 socketBorder:SetWidth(26)
yellowfive@124 168 socketBorder:SetHeight(26)
yellowfive@124 169 if isEquipped then
yellowfive@124 170 socketBorder:SetAlpha(0.3)
yellowfive@124 171 end
yellowfive@124 172
yellowfive@124 173 local socketBg = AceGUI:Create("AmrUiIcon")
yellowfive@124 174 socketBorder:AddChild(socketBg)
yellowfive@124 175 socketBg:SetPoint("TOPLEFT", socketBorder.content, "TOPLEFT", 1, -1)
yellowfive@124 176 socketBg:SetLayout("None")
yellowfive@124 177 socketBg:SetBorderWidth(2)
yellowfive@124 178 socketBg:SetIconBorderColor(Amr.Colors.Green, isEquipped and 0 or 1)
yellowfive@124 179 socketBg:SetWidth(24)
yellowfive@124 180 socketBg:SetHeight(24)
yellowfive@124 181
yellowfive@124 182 local socketIcon = AceGUI:Create("AmrUiIcon")
yellowfive@124 183 socketBg:AddChild(socketIcon)
yellowfive@124 184 socketIcon:SetPoint("CENTER", socketBg.content, "CENTER")
yellowfive@124 185 socketIcon:SetBorderWidth(1)
yellowfive@124 186 socketIcon:SetIconBorderColor(Amr.Colors.White)
yellowfive@124 187 socketIcon:SetWidth(18)
yellowfive@124 188 socketIcon:SetHeight(18)
yellowfive@124 189
yellowfive@124 190 return socketBorder, socketIcon
yellowfive@57 191 end
yellowfive@57 192
yellowfive@57 193 local function renderGear(spec, container)
yellowfive@57 194
yellowfive@57 195 local player = Amr:ExportCharacter()
yellowfive@57 196 local gear = Amr.db.char.GearSets[spec]
yellowfive@57 197 local equipped = player.Equipped[player.ActiveSpec]
yellowfive@57 198
yellowfive@57 199 if not gear then
yellowfive@57 200 -- no gear has been imported for this spec so show a message
yellowfive@57 201 renderEmptyGear(container)
yellowfive@57 202 else
yellowfive@57 203 local panelGear = AceGUI:Create("AmrUiPanel")
yellowfive@57 204 panelGear:SetLayout("None")
yellowfive@57 205 panelGear:SetBackgroundColor(Amr.Colors.Black, 0.3)
yellowfive@124 206 container:AddChild(panelGear)
yellowfive@57 207 panelGear:SetPoint("TOPLEFT", container.content, "TOPLEFT", 6, 0)
yellowfive@57 208 panelGear:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT", -300, 0)
yellowfive@57 209
yellowfive@57 210 local panelMods = AceGUI:Create("AmrUiPanel")
yellowfive@57 211 panelMods:SetLayout("None")
yellowfive@124 212 panelMods:SetBackgroundColor(Amr.Colors.Black, 0.3)
yellowfive@124 213 container:AddChild(panelMods)
yellowfive@57 214 panelMods:SetPoint("TOPLEFT", panelGear.frame, "TOPRIGHT", 15, 0)
yellowfive@57 215 panelMods:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 216
yellowfive@57 217 -- spec icon
yellowfive@57 218 local icon = AceGUI:Create("AmrUiIcon")
yellowfive@57 219 icon:SetIconBorderColor(Amr.Colors.Classes[player.Class])
yellowfive@57 220 icon:SetWidth(48)
yellowfive@57 221 icon:SetHeight(48)
yellowfive@57 222
yellowfive@57 223 local iconSpec
yellowfive@81 224 if player.SubSpecs and player.SubSpecs[spec] then
yellowfive@57 225 iconSpec = player.SubSpecs[spec]
yellowfive@57 226 else
yellowfive@57 227 iconSpec = player.Specs[spec]
yellowfive@57 228 end
yellowfive@57 229
yellowfive@57 230 icon:SetIcon("Interface\\Icons\\" .. Amr.SpecIcons[iconSpec])
yellowfive@124 231 panelGear:AddChild(icon)
yellowfive@57 232 icon:SetPoint("TOPLEFT", panelGear.content, "TOPLEFT", 10, -10)
yellowfive@57 233
yellowfive@57 234 local btnEquip = AceGUI:Create("AmrUiButton")
yellowfive@81 235 btnEquip:SetText(L.GearButtonEquip(L.SpecsShort[player.Specs[spec]]))
yellowfive@57 236 btnEquip:SetBackgroundColor(Amr.Colors.Green)
yellowfive@57 237 btnEquip:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 238 btnEquip:SetWidth(300)
yellowfive@57 239 btnEquip:SetHeight(26)
yellowfive@57 240 btnEquip:SetCallback("OnClick", function(widget)
yellowfive@57 241 Amr:EquipGearSet(spec)
yellowfive@57 242 end)
yellowfive@57 243 panelGear:AddChild(btnEquip)
yellowfive@124 244 btnEquip:SetPoint("LEFT", icon.frame, "RIGHT", 40, 0)
yellowfive@124 245 btnEquip:SetPoint("RIGHT", panelGear.content, "RIGHT", -40, 0)
yellowfive@57 246
yellowfive@57 247 -- each physical item can only be used once, this tracks ones we have already used
yellowfive@57 248 local usedItems = {}
yellowfive@57 249
yellowfive@57 250 -- gear list
yellowfive@57 251 local prevElem = icon
yellowfive@57 252 for slotNum = 1, #Amr.SlotIds do
yellowfive@57 253 local slotId = Amr.SlotIds[slotNum]
yellowfive@57 254
yellowfive@124 255 local equippedItem = equipped and equipped[slotId] or nil
yellowfive@124 256 local equippedItemLink = equipped and equipped.link or nil
yellowfive@57 257 local optimalItem = gear[slotId]
yellowfive@57 258 local optimalItemLink = Amr.CreateItemLink(optimalItem)
yellowfive@57 259
yellowfive@57 260 -- 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@57 261 local isEquipped = false
yellowfive@57 262 if equippedItem and optimalItem and Amr.GetItemUniqueId(equippedItem) == Amr.GetItemUniqueId(optimalItem) then
yellowfive@57 263 isEquipped = true
yellowfive@57 264 end
yellowfive@124 265
yellowfive@124 266 local isAzerite = optimalItem and C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItemByID(optimalItem.id)
yellowfive@57 267
yellowfive@57 268 -- find the item in the player's inventory that best matches what the optimization wants to use
yellowfive@124 269 local matchItem = Amr:FindMatchingItem(optimalItem, player, usedItems)
yellowfive@57 270
yellowfive@57 271 -- slot label
yellowfive@57 272 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 273 panelGear:AddChild(lbl)
yellowfive@124 274 lbl:SetPoint("TOPLEFT", prevElem.frame, "BOTTOMLEFT", 0, -12)
yellowfive@57 275 lbl:SetText(Amr.SlotDisplayText[slotId])
yellowfive@57 276 lbl:SetWidth(85)
yellowfive@57 277 lbl:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 278 prevElem = lbl
yellowfive@57 279
yellowfive@57 280 -- ilvl label
yellowfive@57 281 local lblIlvl = AceGUI:Create("AmrUiLabel")
yellowfive@124 282 panelGear:AddChild(lblIlvl)
yellowfive@124 283 lblIlvl:SetPoint("TOPLEFT", lbl.frame, "TOPRIGHT", 0, 0)
yellowfive@57 284 lblIlvl:SetWidth(45)
yellowfive@57 285 lblIlvl:SetFont(Amr.CreateFont("Italic", 14, Amr.Colors.TextTan))
yellowfive@57 286
yellowfive@57 287 -- equipped label
yellowfive@57 288 local lblEquipped = AceGUI:Create("AmrUiLabel")
yellowfive@124 289 panelGear:AddChild(lblEquipped)
yellowfive@124 290 lblEquipped:SetPoint("TOPLEFT", lblIlvl.frame, "TOPRIGHT", 0, 0)
yellowfive@57 291 lblEquipped:SetWidth(20)
yellowfive@57 292 lblEquipped:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 293 lblEquipped:SetText(isEquipped and "E" or "")
yellowfive@57 294
yellowfive@57 295 -- item name/link label
yellowfive@57 296 local lblItem = AceGUI:Create("AmrUiLabel")
yellowfive@124 297 panelGear:AddChild(lblItem)
yellowfive@124 298 lblItem:SetPoint("TOPLEFT", lblEquipped.frame, "TOPRIGHT", 0, 0)
yellowfive@57 299 lblItem:SetWordWrap(false)
yellowfive@57 300 lblItem:SetWidth(345)
yellowfive@57 301 lblItem:SetFont(Amr.CreateFont(isEquipped and "Regular" or "Bold", isEquipped and 14 or 15, Amr.Colors.White))
yellowfive@57 302
yellowfive@57 303 -- fill the name/ilvl labels, which may require asynchronous loading of item information
yellowfive@57 304 if optimalItemLink then
yellowfive@57 305 Amr.GetItemInfo(optimalItemLink, function(obj, name, link, quality, iLevel)
yellowfive@57 306 -- set item name, tooltip, and ilvl
yellowfive@57 307 obj.nameLabel:SetText(link:gsub("%[", ""):gsub("%]", ""))
yellowfive@100 308
yellowfive@100 309 if quality == 6 then
yellowfive@124 310 -- not quite right but whatever... close enough, artifacts are a thing of the past
yellowfive@124 311 local tmprel = obj.optimalItem.relicBonusIds
yellowfive@124 312 obj.optimalItem.relicBonusIds = nil
yellowfive@124 313 link = Amr.CreateItemLink(obj.optimalItem)
yellowfive@124 314 obj.optimalItem.relicBonusIds = tmprel
yellowfive@124 315
yellowfive@124 316 -- for artifacts, we consider it equipped if the item id alone matches
yellowfive@124 317 if obj.equippedItem and obj.equippedItem.id == obj.optimalItem.id then
yellowfive@124 318 obj.isEquipped = true
yellowfive@124 319 end
yellowfive@124 320 obj.equipLabel:SetText(obj.isEquipped and "E" or "")
yellowfive@100 321 end
yellowfive@100 322
yellowfive@124 323 Amr:SetItemTooltip(obj.nameLabel, link, "ANCHOR_TOPRIGHT")
yellowfive@89 324
yellowfive@124 325 local itemObj = Item:CreateFromItemLink(link)
yellowfive@124 326 if itemObj then
yellowfive@124 327 -- game's GetItemInfo method returns the wrong ilvl sometimes, so use the new item api to get it
yellowfive@124 328 iLevel = itemObj:GetCurrentItemLevel()
yellowfive@124 329 end
yellowfive@124 330 obj.ilvlLabel:SetText(iLevel)
yellowfive@124 331
yellowfive@124 332 end, {
yellowfive@124 333 ilvlLabel = lblIlvl,
yellowfive@124 334 nameLabel = lblItem,
yellowfive@124 335 equipLabel = lblEquipped,
yellowfive@124 336 optimalItem = optimalItem,
yellowfive@124 337 equippedItem = equippedItem,
yellowfive@124 338 isEquipped = isEquipped
yellowfive@124 339 })
yellowfive@57 340 end
yellowfive@57 341
yellowfive@57 342 -- modifications
yellowfive@57 343 if optimalItem then
yellowfive@57 344
yellowfive@124 345 -- gems or azerite powers
yellowfive@124 346 local prevSocket = nil
yellowfive@124 347
yellowfive@124 348 if isAzerite then
yellowfive@124 349 local azt = optimalItem.azerite or {}
yellowfive@124 350 for i,spellId in ipairs(azt) do
yellowfive@124 351 if spellId and spellId ~= 0 then
yellowfive@124 352 local equippedAzt = equippedItem and equippedItem.azerite or {}
yellowfive@124 353 local isPowerActive = Amr.Contains(equippedAzt, spellId)
yellowfive@124 354
yellowfive@124 355 local socketBorder, socketIcon = createSocketWidget(panelMods, prevSocket or lblItem, prevSocket, isPowerActive)
yellowfive@124 356
yellowfive@124 357 -- set icon and tooltip
yellowfive@124 358 local spellName, _, spellIcon = GetSpellInfo(spellId)
yellowfive@124 359 socketIcon:SetIcon(spellIcon)
yellowfive@124 360 Amr:SetSpellTooltip(socketIcon, spellId, "ANCHOR_TOPRIGHT")
yellowfive@124 361
yellowfive@124 362 prevSocket = socketBorder
yellowfive@124 363 end
yellowfive@124 364 end
yellowfive@124 365 else
yellowfive@124 366 for i = 1, #optimalItem.gemIds do
yellowfive@124 367 -- we rely on the fact that the gear sets coming back from the site will almost always have all sockets filled,
yellowfive@124 368 -- because it's a pain to get the actual number of sockets on an item from within the game
yellowfive@57 369 local g = optimalItem.gemIds[i]
yellowfive@124 370 if g == 0 then break end
yellowfive@124 371
yellowfive@124 372 local isGemEquipped = matchItem and matchItem.gemIds and matchItem.gemIds[i] == g
yellowfive@57 373
yellowfive@124 374 local socketBorder, socketIcon = createSocketWidget(panelMods, prevSocket or lblItem, prevSocket, isGemEquipped)
yellowfive@57 375
yellowfive@57 376 -- get icon for optimized gem
yellowfive@124 377 Amr.GetItemInfo(g, function(obj, name, link, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture)
yellowfive@124 378 -- set icon and a tooltip
yellowfive@124 379 obj:SetIcon(texture)
yellowfive@124 380 Amr:SetItemTooltip(obj, link, "ANCHOR_TOPRIGHT")
yellowfive@124 381 end, socketIcon)
yellowfive@89 382
yellowfive@89 383 prevSocket = socketBorder
yellowfive@57 384 end
yellowfive@57 385 end
yellowfive@124 386
yellowfive@57 387 -- enchant
yellowfive@57 388 if optimalItem.enchantId and optimalItem.enchantId ~= 0 then
yellowfive@57 389 local isEnchantEquipped = matchItem and matchItem.enchantId and matchItem.enchantId == optimalItem.enchantId
yellowfive@57 390
yellowfive@57 391 local lblEnchant = AceGUI:Create("AmrUiLabel")
yellowfive@124 392 panelMods:AddChild(lblEnchant)
yellowfive@124 393 lblEnchant:SetPoint("TOPLEFT", lblItem.frame, "TOPRIGHT", 130, 0)
yellowfive@57 394 lblEnchant:SetWordWrap(false)
yellowfive@57 395 lblEnchant:SetWidth(170)
yellowfive@57 396 lblEnchant:SetFont(Amr.CreateFont(isEnchantEquipped and "Regular" or "Bold", 14, isEnchantEquipped and Amr.Colors.TextGray or Amr.Colors.White))
yellowfive@57 397
yellowfive@124 398 local enchInfo = Amr.db.char.ExtraEnchantData[optimalItem.enchantId]
yellowfive@57 399 if enchInfo then
yellowfive@57 400 lblEnchant:SetText(enchInfo.text)
yellowfive@57 401
yellowfive@57 402 Amr.GetItemInfo(enchInfo.itemId, function(obj, name, link)
yellowfive@124 403 Amr:SetItemTooltip(obj, link, "ANCHOR_TOPRIGHT")
yellowfive@57 404 end, lblEnchant)
yellowfive@57 405 --Amr:SetSpellTooltip(lblEnchant, enchInfo.spellId)
yellowfive@57 406 end
yellowfive@124 407
yellowfive@57 408 end
yellowfive@57 409 end
yellowfive@57 410
yellowfive@57 411 prevElem = lbl
yellowfive@57 412 end
yellowfive@57 413 end
yellowfive@57 414 end
yellowfive@57 415
yellowfive@57 416 local function onGearTabSelected(container, event, group)
yellowfive@57 417 container:ReleaseChildren()
yellowfive@57 418 _activeTab = group
yellowfive@57 419 renderGear(tonumber(group), container)
yellowfive@57 420 end
yellowfive@57 421
yellowfive@57 422 local function onImportClick(widget)
yellowfive@57 423 Amr:ShowImportWindow()
yellowfive@57 424 end
yellowfive@57 425
yellowfive@57 426 -- renders the main UI for the Gear tab
yellowfive@57 427 function Amr:RenderTabGear(container)
yellowfive@57 428
yellowfive@57 429 local btnImport = AceGUI:Create("AmrUiButton")
yellowfive@57 430 btnImport:SetText(L.GearButtonImportText)
yellowfive@57 431 btnImport:SetBackgroundColor(Amr.Colors.Orange)
yellowfive@57 432 btnImport:SetFont(Amr.CreateFont("Bold", 16, Amr.Colors.White))
yellowfive@57 433 btnImport:SetWidth(120)
yellowfive@57 434 btnImport:SetHeight(26)
yellowfive@57 435 btnImport:SetCallback("OnClick", onImportClick)
yellowfive@57 436 container:AddChild(btnImport)
yellowfive@124 437 btnImport:SetPoint("TOPLEFT", container.content, "TOPLEFT", 0, -81)
yellowfive@57 438
yellowfive@57 439 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 440 container:AddChild(lbl)
yellowfive@57 441 lbl:SetText(L.GearImportNote)
yellowfive@57 442 lbl:SetWidth(100)
yellowfive@57 443 lbl:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.TextTan))
yellowfive@57 444 lbl:SetJustifyH("MIDDLE")
yellowfive@57 445 lbl:SetPoint("TOP", btnImport.frame, "BOTTOM", 0, -5)
yellowfive@57 446
yellowfive@57 447 local lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 448 container:AddChild(lbl2)
yellowfive@57 449 lbl2:SetText(L.GearTipTitle)
yellowfive@57 450 lbl2:SetWidth(140)
yellowfive@57 451 lbl2:SetFont(Amr.CreateFont("Italic", 20, Amr.Colors.Text))
yellowfive@57 452 lbl2:SetJustifyH("MIDDLE")
yellowfive@57 453 lbl2:SetPoint("TOP", lbl.frame, "BOTTOM", 0, -50)
yellowfive@57 454
yellowfive@57 455 lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 456 container:AddChild(lbl)
yellowfive@57 457 lbl:SetText(L.GearTipText)
yellowfive@57 458 lbl:SetWidth(140)
yellowfive@57 459 lbl:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.Text))
yellowfive@57 460 lbl:SetJustifyH("MIDDLE")
yellowfive@57 461 lbl:SetPoint("TOP", lbl2.frame, "BOTTOM", 0, -5)
yellowfive@57 462
yellowfive@57 463 lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 464 container:AddChild(lbl2)
yellowfive@57 465 lbl2:SetText(L.GearTipCommands)
yellowfive@57 466 lbl2:SetWidth(130)
yellowfive@57 467 lbl2:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.Text))
yellowfive@57 468 lbl2:SetPoint("TOP", lbl.frame, "BOTTOM", 10, -5)
yellowfive@57 469
yellowfive@57 470 local t = AceGUI:Create("AmrUiTabGroup")
yellowfive@57 471 t:SetLayout("None")
yellowfive@81 472
yellowfive@81 473 local tabz = {}
yellowfive@81 474 for pos = 1, 4 do
yellowfive@81 475 local specId = GetSpecializationInfo(pos)
yellowfive@81 476 if specId then
yellowfive@81 477 table.insert(tabz, { text = L.SpecsShort[Amr.SpecIds[specId]], value = pos .. "", style = "bold" })
yellowfive@81 478 end
yellowfive@81 479 end
yellowfive@81 480
yellowfive@81 481 t:SetTabs(tabz)
yellowfive@57 482 t:SetCallback("OnGroupSelected", onGearTabSelected)
yellowfive@124 483 container:AddChild(t)
yellowfive@57 484 t:SetPoint("TOPLEFT", container.content, "TOPLEFT", 144, -30)
yellowfive@57 485 t:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 486 _gearTabs = t;
yellowfive@57 487
yellowfive@61 488 local btnShop = AceGUI:Create("AmrUiButton")
yellowfive@61 489 btnShop:SetText(L.GearButtonShop)
yellowfive@61 490 btnShop:SetBackgroundColor(Amr.Colors.Blue)
yellowfive@61 491 btnShop:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@61 492 btnShop:SetWidth(245)
yellowfive@61 493 btnShop:SetHeight(26)
yellowfive@61 494 btnShop:SetCallback("OnClick", function(widget) Amr:ShowShopWindow() end)
yellowfive@61 495 container:AddChild(btnShop)
yellowfive@124 496 btnShop:SetPoint("TOPRIGHT", container.content, "TOPRIGHT", -20, -25)
yellowfive@61 497
yellowfive@57 498 if not _activeTab then
yellowfive@81 499 _activeTab = tostring(GetSpecialization())
yellowfive@57 500 end
yellowfive@57 501
yellowfive@57 502 t:SelectTab(_activeTab)
yellowfive@57 503 end
yellowfive@57 504
yellowfive@57 505 -- do cleanup when the gear tab is released
yellowfive@57 506 function Amr:ReleaseTabGear()
yellowfive@57 507 _gearTabs = nil
yellowfive@57 508 end
yellowfive@57 509
yellowfive@57 510 -- show and update the gear tab for the specified spec
yellowfive@57 511 function Amr:ShowGearTab(spec)
yellowfive@57 512 if not _gearTabs then return end
yellowfive@57 513
yellowfive@57 514 _activeTab = tostring(spec)
yellowfive@57 515 _gearTabs:SelectTab(_activeTab)
yellowfive@57 516 end
yellowfive@57 517
yellowfive@57 518 -- refresh display of the current gear tab
yellowfive@57 519 function Amr:RefreshGearTab()
yellowfive@57 520 if not _gearTabs then return end
yellowfive@57 521 _gearTabs:SelectTab(_activeTab)
yellowfive@57 522 end
yellowfive@57 523
yellowfive@57 524
yellowfive@57 525 ------------------------------------------------------------------------------------------------
yellowfive@57 526 -- Gear Set Management
yellowfive@57 527 ------------------------------------------------------------------------------------------------
yellowfive@57 528 local _waitingForSpec = 0
yellowfive@124 529 local _pendingGearOps = nil
yellowfive@124 530 local _currentGearOp = nil
yellowfive@124 531 local _itemLockAction = nil
yellowfive@124 532 local _gearOpPasses = 0
yellowfive@124 533 local _gearOpWaiting = nil
yellowfive@57 534
yellowfive@124 535 local beginEquipGearSet, processCurrentGearOp, nextGearOp
yellowfive@89 536
yellowfive@57 537 -- find the first empty slot in the player's backpack+bags
yellowfive@57 538 local function findFirstEmptyBagSlot()
yellowfive@57 539
yellowfive@57 540 local bagIds = {}
yellowfive@57 541 table.insert(bagIds, BACKPACK_CONTAINER)
yellowfive@57 542 for bagId = 1, NUM_BAG_SLOTS do
yellowfive@57 543 table.insert(bagIds, bagId)
yellowfive@57 544 end
yellowfive@57 545
yellowfive@57 546 for i, bagId in ipairs(bagIds) do
yellowfive@57 547 local numSlots = GetContainerNumSlots(bagId)
yellowfive@57 548 for slotId = 1, numSlots do
yellowfive@57 549 local _, _, _, _, _, _, itemLink = GetContainerItemInfo(bagId, slotId)
yellowfive@57 550 if not itemLink then
yellowfive@57 551 return bagId, slotId
yellowfive@57 552 end
yellowfive@57 553 end
yellowfive@57 554 end
yellowfive@57 555
yellowfive@57 556 return nil, nil
yellowfive@57 557 end
yellowfive@57 558
yellowfive@124 559 -- scan a bag for the best matching item
yellowfive@124 560 local function scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@124 561 local numSlots = GetContainerNumSlots(bagId)
yellowfive@124 562 for slotId = 1, numSlots do
yellowfive@124 563 local _, _, _, _, _, _, itemLink = GetContainerItemInfo(bagId, slotId)
yellowfive@124 564 -- we skip any stackable item, as far as we know, there is no equippable gear that can be stacked
yellowfive@124 565 if itemLink then
yellowfive@124 566 local bagItem = Amr.ParseItemLink(itemLink)
yellowfive@124 567 if bagItem ~= nil then
yellowfive@124 568 local diff = countItemDifferences(item, bagItem)
yellowfive@124 569 if diff < bestDiff then
yellowfive@124 570 bestItem = { bag = bagId, slot = slotId }
yellowfive@124 571 bestDiff = diff
yellowfive@124 572 bestLink = itemLink
yellowfive@124 573 end
yellowfive@124 574 end
yellowfive@124 575 end
yellowfive@57 576 end
yellowfive@124 577 return bestItem, bestDiff, bestLink
yellowfive@57 578 end
yellowfive@57 579
yellowfive@124 580 -- 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@124 581 local function findCurrentGearOpItem()
yellowfive@124 582
yellowfive@124 583 local item = _currentGearOp.items[_currentGearOp.nextSlot]
yellowfive@124 584
yellowfive@57 585 local bestItem = nil
yellowfive@57 586 local bestLink = nil
yellowfive@124 587 local bestDiff = 10000
yellowfive@57 588
yellowfive@73 589 -- inventory
yellowfive@73 590 bestItem, bestDiff, bestLink = scanBagForItem(item, BACKPACK_CONTAINER, bestItem, bestDiff, bestLink)
yellowfive@73 591 for bagId = 1, NUM_BAG_SLOTS do
yellowfive@73 592 bestItem, bestDiff, bestLink = scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@73 593 end
yellowfive@73 594
yellowfive@61 595 -- 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@57 596 for slotNum = 1, #Amr.SlotIds do
yellowfive@57 597 local slotId = Amr.SlotIds[slotNum]
yellowfive@124 598 if _currentGearOp.slotsRemaining[slotId] then
yellowfive@61 599 local itemLink = GetInventoryItemLink("player", slotId)
yellowfive@61 600 if itemLink then
yellowfive@61 601 local invItem = Amr.ParseItemLink(itemLink)
yellowfive@124 602 if invItem then
yellowfive@61 603 local diff = countItemDifferences(item, invItem)
yellowfive@61 604 if diff < bestDiff then
yellowfive@61 605 bestItem = { slot = slotId }
yellowfive@61 606 bestDiff = diff
yellowfive@61 607 bestLink = itemLink
yellowfive@61 608 end
yellowfive@57 609 end
yellowfive@57 610 end
yellowfive@57 611 end
yellowfive@57 612 end
yellowfive@57 613
yellowfive@57 614 -- bank
yellowfive@124 615 if bestDiff > 0 then
yellowfive@124 616 bestItem, bestDiff, bestLink = scanBagForItem(item, BANK_CONTAINER, bestItem, bestDiff, bestLink)
yellowfive@124 617 for bagId = NUM_BAG_SLOTS + 1, NUM_BAG_SLOTS + NUM_BANKBAGSLOTS do
yellowfive@124 618 bestItem, bestDiff, bestLink = scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@124 619 end
yellowfive@57 620 end
yellowfive@124 621
yellowfive@124 622 return bestItem, bestDiff, bestLink
yellowfive@124 623 end
yellowfive@124 624
yellowfive@124 625 -- on completion, create an equipment manager set if desired
yellowfive@124 626 local function onEquipGearSetComplete()
yellowfive@124 627 if Amr.db.profile.options.disableEm then return end
yellowfive@57 628
yellowfive@124 629 -- create an equipment manager set
yellowfive@124 630 local specId, specName = GetSpecializationInfo(GetSpecialization())
yellowfive@57 631
yellowfive@124 632 local item = Amr.ParseItemLink(GetInventoryItemLink("player", INVSLOT_MAINHAND))
yellowfive@124 633 if not item then
yellowfive@124 634 item = Amr.ParseItemLink(GetInventoryItemLink("player", INVSLOT_OFFHAND))
yellowfive@124 635 end
yellowfive@124 636 if item then
yellowfive@124 637 Amr.GetItemInfo(item.id, function(customArg, name, link, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture)
yellowfive@124 638 local setname = "AMR " .. specName
yellowfive@124 639 local setid = C_EquipmentSet.GetEquipmentSetID(setname)
yellowfive@124 640 if setid then
yellowfive@124 641 C_EquipmentSet.SaveEquipmentSet(setid, texture)
yellowfive@124 642 else
yellowfive@124 643 C_EquipmentSet.CreateEquipmentSet(setname, texture)
yellowfive@124 644 end
yellowfive@124 645 end)
yellowfive@124 646 end
yellowfive@124 647 end
yellowfive@124 648
yellowfive@124 649 -- stop any currently in-progress gear swapping operation and clean up
yellowfive@124 650 local function disposeGearOp()
yellowfive@124 651 _pendingGearOps = nil
yellowfive@124 652 _currentGearOp = nil
yellowfive@124 653 _itemLockAction = nil
yellowfive@124 654 _gearOpPasses = 0
yellowfive@124 655 _gearOpWaiting = nil
yellowfive@124 656
yellowfive@124 657 -- make sure the gear tab is still in sync
yellowfive@124 658 Amr:RefreshGearTab()
yellowfive@124 659 end
yellowfive@124 660
yellowfive@124 661 -- initialize a gear op to start running it
yellowfive@124 662 local function initializeGearOp(op, spec, pos)
yellowfive@124 663 op.pos = pos
yellowfive@124 664 op.spec = spec
yellowfive@124 665
yellowfive@124 666 -- fill the remaining slot list and set the starting slot
yellowfive@124 667 op.nextSlot = nil
yellowfive@124 668 op.slotsRemaining = {}
yellowfive@124 669 op.isWaiting = false
yellowfive@124 670 for slotId, item in pairs(op.items) do
yellowfive@124 671 op.slotsRemaining[slotId] = true
yellowfive@124 672 if not op.nextSlot then
yellowfive@124 673 op.nextSlot = slotId
yellowfive@124 674 end
yellowfive@124 675 end
yellowfive@124 676 end
yellowfive@124 677
yellowfive@124 678 function processCurrentGearOp()
yellowfive@124 679 if not _currentGearOp then return end
yellowfive@124 680
yellowfive@124 681 if _currentGearOp.remove then
yellowfive@124 682 -- remove the next item
yellowfive@124 683
yellowfive@124 684 -- check if the slot is already empty
yellowfive@124 685 local itemLink = GetInventoryItemLink("player", _currentGearOp.nextSlot)
yellowfive@124 686 if not itemLink then
yellowfive@124 687 nextGearOp()
yellowfive@124 688 return
yellowfive@124 689 end
yellowfive@124 690
yellowfive@57 691 -- find first empty bag slot
yellowfive@57 692 local invBag, invSlot = findFirstEmptyBagSlot()
yellowfive@57 693 if not invBag then
yellowfive@57 694 -- stop if bags are too full
yellowfive@57 695 Amr:Print(L.GearEquipErrorBagFull)
yellowfive@124 696 disposeGearOp()
yellowfive@57 697 return
yellowfive@57 698 end
yellowfive@57 699
yellowfive@124 700 PickupInventoryItem(_currentGearOp.nextSlot)
yellowfive@57 701 PickupContainerItem(invBag, invSlot)
yellowfive@57 702
yellowfive@124 703 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 704 _itemLockAction = {
yellowfive@57 705 bagId = invBag,
yellowfive@124 706 slotId = invSlot,
yellowfive@124 707 isRemove = true
yellowfive@57 708 }
yellowfive@124 709
yellowfive@124 710 ClearCursor()
yellowfive@124 711 -- wait for remove to complete
yellowfive@124 712 else
yellowfive@124 713 -- equip the next item
yellowfive@57 714
yellowfive@124 715 local bestItem, bestDiff, bestLink = findCurrentGearOpItem()
yellowfive@124 716
yellowfive@124 717 _itemLockAction = nil
yellowfive@57 718 ClearCursor()
yellowfive@124 719
yellowfive@124 720 if not bestItem then
yellowfive@124 721 -- stop if we can't find an item
yellowfive@124 722 Amr:Print(L.GearEquipErrorNotFound)
yellowfive@124 723 Amr:Print(L.GearEquipErrorNotFound2)
yellowfive@124 724 disposeGearOp()
yellowfive@124 725
yellowfive@124 726 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@124 727 -- find first empty bag slot
yellowfive@124 728 local invBag, invSlot = findFirstEmptyBagSlot()
yellowfive@124 729 if not invBag then
yellowfive@124 730 -- stop if bags are too full
yellowfive@124 731 Amr:Print(L.GearEquipErrorBagFull)
yellowfive@124 732 disposeGearOp()
yellowfive@124 733 return
yellowfive@124 734 end
yellowfive@124 735
yellowfive@124 736 -- move from bank to bag
yellowfive@124 737 PickupContainerItem(bestItem.bag, bestItem.slot)
yellowfive@124 738 PickupContainerItem(invBag, invSlot)
yellowfive@124 739
yellowfive@124 740 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 741 _itemLockAction = {
yellowfive@124 742 bagId = invBag,
yellowfive@124 743 slotId = invSlot,
yellowfive@124 744 isBank = true
yellowfive@124 745 }
yellowfive@124 746
yellowfive@124 747 ClearCursor()
yellowfive@124 748 -- now we need to wait for game event to continue and try this item again after it is in our bag and unlocked
yellowfive@124 749
yellowfive@124 750 elseif (bestItem.bag or bestItem.bag == 0) and not Amr:CanEquip(bestItem.bag, bestItem.slot) then
yellowfive@57 751 -- if an item is not soulbound, then warn the user and quit
yellowfive@57 752 Amr:Print(L.GearEquipErrorSoulbound(bestLink))
yellowfive@124 753 disposeGearOp()
yellowfive@124 754
yellowfive@57 755 else
yellowfive@124 756
yellowfive@57 757 -- an item in the player's bags or already equipped, equip it
yellowfive@57 758 if bestItem.bag then
yellowfive@57 759 PickupContainerItem(bestItem.bag, bestItem.slot)
yellowfive@57 760 else
yellowfive@124 761 _gearOpWaiting.inventory[bestItem.slot] = true
yellowfive@57 762 PickupInventoryItem(bestItem.slot)
yellowfive@57 763 end
yellowfive@124 764 _gearOpWaiting.inventory[_currentGearOp.nextSlot] = true
yellowfive@124 765 PickupInventoryItem(_currentGearOp.nextSlot)
yellowfive@124 766
yellowfive@124 767 -- don't wait for now, do all equips at once
yellowfive@124 768 --[[
yellowfive@124 769 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 770 _itemLockAction = {
yellowfive@124 771 bagId = bestItem.bag,
yellowfive@124 772 slotId = bestItem.slot,
yellowfive@124 773 invSlot = _currentGearOp.nextSlot,
yellowfive@124 774 isEquip = true
yellowfive@124 775 }
yellowfive@124 776 ]]
yellowfive@124 777
yellowfive@124 778 ClearCursor()
yellowfive@124 779 nextGearOp()
yellowfive@124 780 end
yellowfive@124 781
yellowfive@124 782 end
yellowfive@124 783 end
yellowfive@124 784
yellowfive@124 785 -- when a gear op completes successfully, this will advance to the next op or finish
yellowfive@124 786 function nextGearOp()
yellowfive@124 787 if not _currentGearOp then return end
yellowfive@124 788
yellowfive@124 789 local spec = _currentGearOp.spec
yellowfive@124 790 local pos = _currentGearOp.pos
yellowfive@124 791 local passes = _gearOpPasses
yellowfive@124 792
yellowfive@124 793 -- mark the slot as done and move to the next
yellowfive@124 794 if _currentGearOp.nextSlot then
yellowfive@124 795 _currentGearOp.slotsRemaining[_currentGearOp.nextSlot] = nil
yellowfive@124 796 _currentGearOp.nextSlot = nil
yellowfive@124 797 for slotId, item in pairs(_currentGearOp.items) do
yellowfive@124 798 if _currentGearOp.slotsRemaining[slotId] then
yellowfive@124 799 _currentGearOp.nextSlot = slotId
yellowfive@124 800 break
yellowfive@124 801 end
yellowfive@124 802 end
yellowfive@124 803 end
yellowfive@124 804
yellowfive@124 805 if not _currentGearOp.nextSlot then
yellowfive@124 806 -- see if anything is still in progress and we want to wait for it before continuing
yellowfive@124 807 local inProgress = not Amr.IsEmpty(_gearOpWaiting.inventory)
yellowfive@124 808
yellowfive@124 809 if (_currentGearOp.wait or _currentGearOp.remove) and inProgress then
yellowfive@124 810 -- this will cause the item unlock handler to call nextGearOp again when all in-progress swaps have unlocked related slots
yellowfive@124 811 _currentGearOp.isWaiting = true
yellowfive@124 812 else
yellowfive@124 813 _currentGearOp = _pendingGearOps[pos + 1]
yellowfive@124 814 if _currentGearOp then
yellowfive@124 815 -- we have another op, do it
yellowfive@124 816 initializeGearOp(_currentGearOp, spec, pos + 1)
yellowfive@124 817 processCurrentGearOp()
yellowfive@124 818 else
yellowfive@124 819 -- we are done
yellowfive@124 820 disposeGearOp()
yellowfive@124 821
yellowfive@124 822 -- this will check if not all items were swapped, and either finish up, try again, or abort if have tried too many times
yellowfive@124 823 beginEquipGearSet(spec, passes + 1)
yellowfive@124 824 end
yellowfive@124 825 end
yellowfive@124 826 else
yellowfive@124 827 -- do the next item
yellowfive@124 828 processCurrentGearOp()
yellowfive@124 829 end
yellowfive@124 830
yellowfive@124 831 end
yellowfive@124 832
yellowfive@124 833 local function handleItemUnlocked(bagId, slotId)
yellowfive@124 834
yellowfive@124 835 -- mark anything that is waiting as unlocked if it is no longer locked
yellowfive@124 836 if _currentGearOp and _gearOpWaiting then
yellowfive@124 837 for i,s in ipairs(Amr.SlotIds) do
yellowfive@124 838 if not IsInventoryItemLocked(s) then
yellowfive@124 839 _gearOpWaiting.inventory[s] = nil
yellowfive@124 840 end
yellowfive@124 841 end
yellowfive@124 842 end
yellowfive@124 843
yellowfive@124 844 if _itemLockAction then
yellowfive@124 845 if _itemLockAction.isRemove then
yellowfive@124 846 -- waiting for a specific remove op to finish before continuing
yellowfive@124 847 if bagId == _itemLockAction.bagId and slotId == _itemLockAction.slotId then
yellowfive@124 848 _itemLockAction = nil
yellowfive@124 849 nextGearOp()
yellowfive@124 850 end
yellowfive@124 851 elseif _itemLockAction.isBank then
yellowfive@124 852 -- waiting for an item to move from bank into inventory, then reprocess the current op
yellowfive@124 853 if bagId == _itemLockAction.bagId and slotId == _itemLockAction.slotId then
yellowfive@124 854 _itemLockAction = nil
yellowfive@124 855 processCurrentGearOp()
yellowfive@124 856 end
yellowfive@124 857
yellowfive@124 858 elseif _itemLockAction.isEquip then
yellowfive@124 859 -- this is not currently used... we do all equips at once usually, but could go back to this if it causes problems
yellowfive@124 860
yellowfive@124 861 -- waiting for a specific equip op to finish
yellowfive@61 862
yellowfive@124 863 -- inventory slot we're swapping to is still locked, can't continue yet
yellowfive@124 864 if IsInventoryItemLocked(_itemLockAction.invSlot) then return end
yellowfive@124 865
yellowfive@124 866 if _itemLockAction.bagId then
yellowfive@124 867 local _, _, locked = GetContainerItemInfo(_itemLockAction.bagId, _itemLockAction.slotId)
yellowfive@124 868 -- the bag slot we're swapping from is still locked, can't continue yet
yellowfive@124 869 if locked then return end
yellowfive@124 870 else
yellowfive@124 871 -- inventory slot we're swapping from is still locked, can't continue yet
yellowfive@124 872 if IsInventoryItemLocked(_itemLockAction.slotId) then return end
yellowfive@124 873 end
yellowfive@124 874
yellowfive@124 875 _itemLockAction = nil
yellowfive@124 876 nextGearOp()
yellowfive@124 877 else
yellowfive@124 878 -- unknown... shouldn't happen
yellowfive@124 879 _itemLockAction = nil
yellowfive@57 880 end
yellowfive@124 881 else
yellowfive@124 882
yellowfive@124 883 -- not waiting on a specific action, check if we are waiting for all locked slots to open up and they are done
yellowfive@124 884 if _currentGearOp and _gearOpWaiting and _currentGearOp.isWaiting and Amr.IsEmpty(_gearOpWaiting.inventory) then
yellowfive@124 885 nextGearOp()
yellowfive@124 886 end
yellowfive@57 887 end
yellowfive@57 888
yellowfive@57 889 end
yellowfive@57 890
yellowfive@124 891 local function shuffle(tbl)
yellowfive@124 892 local size = #tbl
yellowfive@124 893 for i = size, 1, -1 do
yellowfive@124 894 local rand = math.random(size)
yellowfive@124 895 tbl[i], tbl[rand] = tbl[rand], tbl[i]
yellowfive@89 896 end
yellowfive@124 897 return tbl
yellowfive@89 898 end
yellowfive@89 899
yellowfive@124 900 function beginEquipGearSet(spec, passes)
yellowfive@57 901
yellowfive@57 902 local gear = Amr.db.char.GearSets[spec]
yellowfive@57 903 if not gear then
yellowfive@57 904 Amr:Print(L.GearEquipErrorEmpty)
yellowfive@57 905 return
yellowfive@57 906 end
yellowfive@124 907
yellowfive@124 908 -- ensure all our stored data is up to date
yellowfive@57 909 local player = Amr:ExportCharacter()
yellowfive@57 910
yellowfive@124 911 local itemsToEquip = {
yellowfive@124 912 legendaries = {},
yellowfive@124 913 weapons = {},
yellowfive@124 914 rings = {},
yellowfive@124 915 trinkets = {},
yellowfive@124 916 others = {},
yellowfive@124 917 blanks = {}
yellowfive@124 918 }
yellowfive@57 919 local remaining = 0
yellowfive@124 920 local usedItems = {}
yellowfive@124 921
yellowfive@124 922 -- 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@124 923 local slots = {}
yellowfive@124 924 for i,s in ipairs(Amr.SlotIds) do
yellowfive@124 925 table.insert(slots, s)
yellowfive@124 926 end
yellowfive@124 927 shuffle(slots)
yellowfive@124 928
yellowfive@124 929 for i,slotId in ipairs(slots) do
yellowfive@124 930
yellowfive@124 931 -- we do stuff in batches that avoids most unique conflicts
yellowfive@124 932 local list = itemsToEquip.others
yellowfive@124 933 if slotId == 16 or slotId == 17 then
yellowfive@124 934 list = itemsToEquip.weapons
yellowfive@124 935 elseif slotId == 11 or slotId == 12 then
yellowfive@124 936 list = itemsToEquip.rings
yellowfive@124 937 elseif slotId == 13 or slotId == 14 then
yellowfive@124 938 list = itemsToEquip.trinkets
yellowfive@124 939 end
yellowfive@124 940
yellowfive@57 941 local old = player.Equipped[spec][slotId]
yellowfive@57 942 local new = gear[slotId]
yellowfive@124 943 local prevRemaining = remaining
yellowfive@69 944 if new then
yellowfive@124 945 -- if the new thing is an artifact, only match the item id
yellowfive@124 946 local newItem = Item:CreateFromItemID(new.id)
yellowfive@124 947 local quality = newItem and newItem:GetItemQuality() or 0
yellowfive@124 948 if quality == 6 then
yellowfive@124 949 if not old or new.id ~= old.id then
yellowfive@124 950 list[slotId] = new
yellowfive@69 951 remaining = remaining + 1
yellowfive@69 952 end
yellowfive@124 953 else
yellowfive@124 954 local diff = countItemDifferences(old, new)
yellowfive@124 955 if diff > 0 and diff < 1000 then
yellowfive@124 956 -- same item, see if inventory has one that is closer (e.g. a duplicate item with correct enchants/gems)
yellowfive@124 957 local bestItem, bestDiff = Amr:FindMatchingItem(new, player, usedItems)
yellowfive@124 958 if bestDiff and bestDiff < diff then
yellowfive@124 959 new = bestItem
yellowfive@124 960 diff = bestDiff
yellowfive@124 961 end
yellowfive@124 962 end
yellowfive@124 963
yellowfive@124 964 if diff > 0 then
yellowfive@124 965 list[slotId] = new
yellowfive@124 966 remaining = remaining + 1
yellowfive@124 967 end
yellowfive@124 968 end
yellowfive@124 969 else
yellowfive@124 970 -- need to remove this item
yellowfive@124 971 itemsToEquip.blanks[slotId] = {}
yellowfive@124 972 remaining = remaining + 1
yellowfive@124 973 end
yellowfive@124 974
yellowfive@124 975 if remaining > prevRemaining then
yellowfive@124 976 -- 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@124 977 if old then
yellowfive@124 978 local oldItem = Item:CreateFromItemID(old.id)
yellowfive@124 979 if oldItem and oldItem:GetItemQuality() == 5 then
yellowfive@124 980 itemsToEquip.legendaries[slotId] = {}
yellowfive@124 981 end
yellowfive@57 982 end
yellowfive@57 983 end
yellowfive@57 984 end
yellowfive@124 985
yellowfive@124 986 if remaining > 0 then
yellowfive@57 987
yellowfive@124 988 if passes < 5 then
yellowfive@124 989 _pendingGearOps = {}
yellowfive@124 990
yellowfive@124 991 if not Amr.IsEmpty(itemsToEquip.blanks) then
yellowfive@124 992 -- if gear set wants slots to be blank, do that first
yellowfive@124 993 table.insert(_pendingGearOps, { items = itemsToEquip.blanks, remove = true, label = "blanks" })
yellowfive@124 994 end
yellowfive@124 995 if not Amr.IsEmpty(itemsToEquip.weapons) then
yellowfive@124 996 -- change weapons first: remove both, wait, then equip new ones
yellowfive@124 997 table.insert(_pendingGearOps, { items = itemsToEquip.weapons, remove = true, label = "remove weapons" })
yellowfive@124 998 table.insert(_pendingGearOps, { items = itemsToEquip.weapons, wait = true, label = "equip weapons" })
yellowfive@124 999 end
yellowfive@124 1000 if not Amr.IsEmpty(itemsToEquip.legendaries) then
yellowfive@124 1001 -- remove any legendaries, wait
yellowfive@124 1002 table.insert(_pendingGearOps, { items = itemsToEquip.legendaries, remove = true, label = "remove legendaries" })
yellowfive@124 1003 end
yellowfive@124 1004 if not Amr.IsEmpty(itemsToEquip.rings) then
yellowfive@124 1005 -- remove both rings, wait, then equip new ones
yellowfive@124 1006 table.insert(_pendingGearOps, { items = itemsToEquip.rings, remove = true, label = "remove rings" })
yellowfive@124 1007 table.insert(_pendingGearOps, { items = itemsToEquip.rings, wait = true, label = "equip rings" })
yellowfive@124 1008 end
yellowfive@124 1009 if not Amr.IsEmpty(itemsToEquip.trinkets) then
yellowfive@124 1010 -- remove both trinkets, wait, then equip new ones
yellowfive@124 1011 table.insert(_pendingGearOps, { items = itemsToEquip.trinkets, remove = true, label = "remove trinkets" })
yellowfive@124 1012 table.insert(_pendingGearOps, { items = itemsToEquip.trinkets, wait = true, label = "equip trinkets" })
yellowfive@124 1013 end
yellowfive@124 1014 if not Amr.IsEmpty(itemsToEquip.others) then
yellowfive@124 1015 -- equip all other items, wait for completion
yellowfive@124 1016 table.insert(_pendingGearOps, { items = itemsToEquip.others, wait = true, label = "equip others" })
yellowfive@124 1017 end
yellowfive@124 1018
yellowfive@124 1019 -- make the last operation wait no matter what, before this gets called again to check if everything succeeded
yellowfive@124 1020 _pendingGearOps[#_pendingGearOps].wait = true
yellowfive@124 1021
yellowfive@124 1022 if not _gearOpWaiting then
yellowfive@124 1023 _gearOpWaiting = { inventory = {} }
yellowfive@124 1024 end
yellowfive@124 1025
yellowfive@124 1026 _gearOpPasses = passes
yellowfive@124 1027 _currentGearOp = _pendingGearOps[1]
yellowfive@124 1028 initializeGearOp(_currentGearOp, spec, 1)
yellowfive@124 1029
yellowfive@124 1030 processCurrentGearOp()
yellowfive@124 1031 else
yellowfive@124 1032 -- TODO: print message that gear set couldn't be equipped
yellowfive@89 1033 end
yellowfive@57 1034
yellowfive@57 1035 else
yellowfive@89 1036 onEquipGearSetComplete()
yellowfive@124 1037 end
yellowfive@57 1038 end
yellowfive@57 1039
yellowfive@57 1040 local function onActiveTalentGroupChanged()
yellowfive@81 1041
yellowfive@57 1042 local auto = Amr.db.profile.options.autoGear
yellowfive@81 1043 local currentSpec = GetSpecialization()
yellowfive@57 1044
yellowfive@57 1045 if currentSpec == _waitingForSpec or auto then
yellowfive@57 1046 -- spec is what we want, now equip the gear
yellowfive@124 1047 beginEquipGearSet(currentSpec, 0)
yellowfive@57 1048 end
yellowfive@57 1049
yellowfive@57 1050 _waitingForSpec = 0
yellowfive@57 1051 end
yellowfive@57 1052
yellowfive@81 1053 -- activate the specified spec and then equip the saved gear set
yellowfive@57 1054 function Amr:EquipGearSet(spec)
yellowfive@57 1055
yellowfive@81 1056 -- if no argument, then cycle spec
yellowfive@57 1057 if not spec then
yellowfive@81 1058 spec = GetSpecialization() + 1
yellowfive@57 1059 end
yellowfive@81 1060
yellowfive@57 1061 -- allow some flexibility in the arguments
yellowfive@81 1062 if spec == "1" or spec == "2" or spec == "3" or spec == "4" then spec = tonumber(spec) end
yellowfive@81 1063
yellowfive@81 1064 local specId = GetSpecializationInfo(spec)
yellowfive@81 1065 if not specId then spec = 1 end
yellowfive@57 1066
yellowfive@57 1067 if UnitAffectingCombat("player") then
yellowfive@57 1068 Amr:Print(L.GearEquipErrorCombat)
yellowfive@57 1069 return
yellowfive@57 1070 end
yellowfive@57 1071
yellowfive@57 1072 _waitingForSpec = spec
yellowfive@57 1073
yellowfive@81 1074 local currentSpec = GetSpecialization()
yellowfive@57 1075 if currentSpec ~= spec then
yellowfive@81 1076 SetSpecialization(spec)
yellowfive@57 1077 else
yellowfive@57 1078 onActiveTalentGroupChanged()
yellowfive@57 1079 end
yellowfive@57 1080 end
yellowfive@57 1081
yellowfive@124 1082 -- moves any gear in bags to the bank if not part of a gear set
yellowfive@57 1083 function Amr:CleanBags()
yellowfive@57 1084 -- TODO: implement
yellowfive@57 1085 end
yellowfive@57 1086
yellowfive@81 1087 --[[
yellowfive@81 1088 local function testfunc(message)
yellowfive@81 1089 print(strsub(message, 13))
yellowfive@81 1090 end
yellowfive@81 1091 ]]
yellowfive@81 1092
yellowfive@57 1093 function Amr:InitializeGear()
yellowfive@87 1094 Amr:AddEventHandler("ACTIVE_TALENT_GROUP_CHANGED", onActiveTalentGroupChanged)
yellowfive@57 1095
yellowfive@81 1096 --Amr:AddEventHandler("CHAT_MSG_CHANNEL", testfunc)
yellowfive@81 1097
yellowfive@57 1098 Amr:AddEventHandler("UNIT_INVENTORY_CHANGED", function(unitID)
yellowfive@57 1099 if unitID and unitID ~= "player" then return end
yellowfive@124 1100
yellowfive@124 1101 -- don't update during a gear operation, wait until it is totally finished
yellowfive@124 1102 if _pendingGearOps then return end
yellowfive@124 1103
yellowfive@57 1104 Amr:RefreshGearTab()
yellowfive@57 1105 end)
yellowfive@57 1106
yellowfive@124 1107 Amr:AddEventHandler("ITEM_UNLOCKED", handleItemUnlocked)
yellowfive@122 1108 end