annotate Gear.lua @ 129:d9a059484b22 v60

Several bug fixes for 8.0.
author yellowfive
date Wed, 18 Jul 2018 13:08:22 -0700
parents e31b02b24488
children a0894ffebd15
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@129 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@129 115 bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, player.BankItems, bestItem, bestDiff, bestLoc, usedItems, "bank")
yellowfive@124 116 end
yellowfive@57 117
yellowfive@124 118 if bestDiff >= 10000 then
yellowfive@124 119 return nil, 10000
yellowfive@57 120 else
yellowfive@57 121 usedItems[bestLoc] = true
yellowfive@124 122 return bestItem, bestDiff
yellowfive@57 123 end
yellowfive@57 124 end
yellowfive@57 125
yellowfive@57 126 local function renderEmptyGear(container)
yellowfive@57 127
yellowfive@57 128 local panelBlank = AceGUI:Create("AmrUiPanel")
yellowfive@57 129 panelBlank:SetLayout("None")
yellowfive@57 130 panelBlank:SetBackgroundColor(Amr.Colors.Black, 0.4)
yellowfive@124 131 container:AddChild(panelBlank)
yellowfive@57 132 panelBlank:SetPoint("TOPLEFT", container.content, "TOPLEFT", 6, 0)
yellowfive@57 133 panelBlank:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 134
yellowfive@57 135 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 136 panelBlank:AddChild(lbl)
yellowfive@57 137 lbl:SetText(L.GearBlank)
yellowfive@57 138 lbl:SetWidth(700)
yellowfive@57 139 lbl:SetJustifyH("MIDDLE")
yellowfive@57 140 lbl:SetFont(Amr.CreateFont("Italic", 16, Amr.Colors.TextTan))
yellowfive@57 141 lbl:SetPoint("BOTTOM", panelBlank.content, "CENTER", 0, 20)
yellowfive@57 142
yellowfive@57 143 local lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 144 panelBlank:AddChild(lbl2)
yellowfive@57 145 lbl2:SetText(L.GearBlank2)
yellowfive@57 146 lbl2:SetWidth(700)
yellowfive@57 147 lbl2:SetJustifyH("MIDDLE")
yellowfive@57 148 lbl2:SetFont(Amr.CreateFont("Italic", 16, Amr.Colors.TextTan))
yellowfive@57 149 lbl2:SetPoint("TOP", lbl.frame, "CENTER", 0, -20)
yellowfive@124 150 end
yellowfive@124 151
yellowfive@124 152 -- helper to create a widget for showing a socket or azerite power
yellowfive@124 153 local function createSocketWidget(panelMods, prevWidget, prevIsSocket, isEquipped)
yellowfive@124 154
yellowfive@124 155 -- highlight for socket that doesn't match
yellowfive@124 156 local socketBorder = AceGUI:Create("AmrUiPanel")
yellowfive@124 157 panelMods:AddChild(socketBorder)
yellowfive@124 158 if not prevIsSocket then
yellowfive@124 159 socketBorder:SetPoint("LEFT", prevWidget.frame, "RIGHT", 30, 0)
yellowfive@124 160 else
yellowfive@124 161 socketBorder:SetPoint("LEFT", prevWidget.frame, "RIGHT", 2, 0)
yellowfive@124 162 end
yellowfive@124 163 socketBorder:SetLayout("None")
yellowfive@124 164 socketBorder:SetBackgroundColor(Amr.Colors.Black, isEquipped and 0 or 1)
yellowfive@124 165 socketBorder:SetWidth(26)
yellowfive@124 166 socketBorder:SetHeight(26)
yellowfive@124 167 if isEquipped then
yellowfive@124 168 socketBorder:SetAlpha(0.3)
yellowfive@124 169 end
yellowfive@124 170
yellowfive@124 171 local socketBg = AceGUI:Create("AmrUiIcon")
yellowfive@124 172 socketBorder:AddChild(socketBg)
yellowfive@124 173 socketBg:SetPoint("TOPLEFT", socketBorder.content, "TOPLEFT", 1, -1)
yellowfive@124 174 socketBg:SetLayout("None")
yellowfive@124 175 socketBg:SetBorderWidth(2)
yellowfive@124 176 socketBg:SetIconBorderColor(Amr.Colors.Green, isEquipped and 0 or 1)
yellowfive@124 177 socketBg:SetWidth(24)
yellowfive@124 178 socketBg:SetHeight(24)
yellowfive@124 179
yellowfive@124 180 local socketIcon = AceGUI:Create("AmrUiIcon")
yellowfive@124 181 socketBg:AddChild(socketIcon)
yellowfive@124 182 socketIcon:SetPoint("CENTER", socketBg.content, "CENTER")
yellowfive@124 183 socketIcon:SetBorderWidth(1)
yellowfive@124 184 socketIcon:SetIconBorderColor(Amr.Colors.White)
yellowfive@124 185 socketIcon:SetWidth(18)
yellowfive@124 186 socketIcon:SetHeight(18)
yellowfive@124 187
yellowfive@124 188 return socketBorder, socketIcon
yellowfive@57 189 end
yellowfive@57 190
yellowfive@57 191 local function renderGear(spec, container)
yellowfive@57 192
yellowfive@57 193 local player = Amr:ExportCharacter()
yellowfive@57 194 local gear = Amr.db.char.GearSets[spec]
yellowfive@57 195 local equipped = player.Equipped[player.ActiveSpec]
yellowfive@57 196
yellowfive@57 197 if not gear then
yellowfive@57 198 -- no gear has been imported for this spec so show a message
yellowfive@57 199 renderEmptyGear(container)
yellowfive@57 200 else
yellowfive@57 201 local panelGear = AceGUI:Create("AmrUiPanel")
yellowfive@57 202 panelGear:SetLayout("None")
yellowfive@57 203 panelGear:SetBackgroundColor(Amr.Colors.Black, 0.3)
yellowfive@124 204 container:AddChild(panelGear)
yellowfive@57 205 panelGear:SetPoint("TOPLEFT", container.content, "TOPLEFT", 6, 0)
yellowfive@57 206 panelGear:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT", -300, 0)
yellowfive@57 207
yellowfive@57 208 local panelMods = AceGUI:Create("AmrUiPanel")
yellowfive@57 209 panelMods:SetLayout("None")
yellowfive@124 210 panelMods:SetBackgroundColor(Amr.Colors.Black, 0.3)
yellowfive@124 211 container:AddChild(panelMods)
yellowfive@57 212 panelMods:SetPoint("TOPLEFT", panelGear.frame, "TOPRIGHT", 15, 0)
yellowfive@57 213 panelMods:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 214
yellowfive@57 215 -- spec icon
yellowfive@57 216 local icon = AceGUI:Create("AmrUiIcon")
yellowfive@57 217 icon:SetIconBorderColor(Amr.Colors.Classes[player.Class])
yellowfive@57 218 icon:SetWidth(48)
yellowfive@57 219 icon:SetHeight(48)
yellowfive@57 220
yellowfive@57 221 local iconSpec
yellowfive@81 222 if player.SubSpecs and player.SubSpecs[spec] then
yellowfive@57 223 iconSpec = player.SubSpecs[spec]
yellowfive@57 224 else
yellowfive@57 225 iconSpec = player.Specs[spec]
yellowfive@57 226 end
yellowfive@57 227
yellowfive@57 228 icon:SetIcon("Interface\\Icons\\" .. Amr.SpecIcons[iconSpec])
yellowfive@124 229 panelGear:AddChild(icon)
yellowfive@57 230 icon:SetPoint("TOPLEFT", panelGear.content, "TOPLEFT", 10, -10)
yellowfive@57 231
yellowfive@57 232 local btnEquip = AceGUI:Create("AmrUiButton")
yellowfive@81 233 btnEquip:SetText(L.GearButtonEquip(L.SpecsShort[player.Specs[spec]]))
yellowfive@57 234 btnEquip:SetBackgroundColor(Amr.Colors.Green)
yellowfive@57 235 btnEquip:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 236 btnEquip:SetWidth(300)
yellowfive@57 237 btnEquip:SetHeight(26)
yellowfive@57 238 btnEquip:SetCallback("OnClick", function(widget)
yellowfive@57 239 Amr:EquipGearSet(spec)
yellowfive@57 240 end)
yellowfive@57 241 panelGear:AddChild(btnEquip)
yellowfive@124 242 btnEquip:SetPoint("LEFT", icon.frame, "RIGHT", 40, 0)
yellowfive@124 243 btnEquip:SetPoint("RIGHT", panelGear.content, "RIGHT", -40, 0)
yellowfive@57 244
yellowfive@57 245 -- each physical item can only be used once, this tracks ones we have already used
yellowfive@57 246 local usedItems = {}
yellowfive@57 247
yellowfive@57 248 -- gear list
yellowfive@57 249 local prevElem = icon
yellowfive@57 250 for slotNum = 1, #Amr.SlotIds do
yellowfive@57 251 local slotId = Amr.SlotIds[slotNum]
yellowfive@57 252
yellowfive@124 253 local equippedItem = equipped and equipped[slotId] or nil
yellowfive@124 254 local equippedItemLink = equipped and equipped.link or nil
yellowfive@57 255 local optimalItem = gear[slotId]
yellowfive@57 256 local optimalItemLink = Amr.CreateItemLink(optimalItem)
yellowfive@57 257
yellowfive@57 258 -- 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@57 259 local isEquipped = false
yellowfive@57 260 if equippedItem and optimalItem and Amr.GetItemUniqueId(equippedItem) == Amr.GetItemUniqueId(optimalItem) then
yellowfive@57 261 isEquipped = true
yellowfive@57 262 end
yellowfive@124 263
yellowfive@124 264 local isAzerite = optimalItem and C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItemByID(optimalItem.id)
yellowfive@57 265
yellowfive@57 266 -- find the item in the player's inventory that best matches what the optimization wants to use
yellowfive@124 267 local matchItem = Amr:FindMatchingItem(optimalItem, player, usedItems)
yellowfive@57 268
yellowfive@57 269 -- slot label
yellowfive@57 270 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 271 panelGear:AddChild(lbl)
yellowfive@124 272 lbl:SetPoint("TOPLEFT", prevElem.frame, "BOTTOMLEFT", 0, -12)
yellowfive@57 273 lbl:SetText(Amr.SlotDisplayText[slotId])
yellowfive@57 274 lbl:SetWidth(85)
yellowfive@57 275 lbl:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 276 prevElem = lbl
yellowfive@57 277
yellowfive@57 278 -- ilvl label
yellowfive@57 279 local lblIlvl = AceGUI:Create("AmrUiLabel")
yellowfive@124 280 panelGear:AddChild(lblIlvl)
yellowfive@124 281 lblIlvl:SetPoint("TOPLEFT", lbl.frame, "TOPRIGHT", 0, 0)
yellowfive@57 282 lblIlvl:SetWidth(45)
yellowfive@57 283 lblIlvl:SetFont(Amr.CreateFont("Italic", 14, Amr.Colors.TextTan))
yellowfive@57 284
yellowfive@57 285 -- equipped label
yellowfive@57 286 local lblEquipped = AceGUI:Create("AmrUiLabel")
yellowfive@124 287 panelGear:AddChild(lblEquipped)
yellowfive@124 288 lblEquipped:SetPoint("TOPLEFT", lblIlvl.frame, "TOPRIGHT", 0, 0)
yellowfive@57 289 lblEquipped:SetWidth(20)
yellowfive@57 290 lblEquipped:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 291 lblEquipped:SetText(isEquipped and "E" or "")
yellowfive@57 292
yellowfive@57 293 -- item name/link label
yellowfive@57 294 local lblItem = AceGUI:Create("AmrUiLabel")
yellowfive@124 295 panelGear:AddChild(lblItem)
yellowfive@124 296 lblItem:SetPoint("TOPLEFT", lblEquipped.frame, "TOPRIGHT", 0, 0)
yellowfive@57 297 lblItem:SetWordWrap(false)
yellowfive@57 298 lblItem:SetWidth(345)
yellowfive@57 299 lblItem:SetFont(Amr.CreateFont(isEquipped and "Regular" or "Bold", isEquipped and 14 or 15, Amr.Colors.White))
yellowfive@57 300
yellowfive@57 301 -- fill the name/ilvl labels, which may require asynchronous loading of item information
yellowfive@57 302 if optimalItemLink then
yellowfive@57 303 Amr.GetItemInfo(optimalItemLink, function(obj, name, link, quality, iLevel)
yellowfive@57 304 -- set item name, tooltip, and ilvl
yellowfive@57 305 obj.nameLabel:SetText(link:gsub("%[", ""):gsub("%]", ""))
yellowfive@100 306
yellowfive@100 307 if quality == 6 then
yellowfive@124 308 -- not quite right but whatever... close enough, artifacts are a thing of the past
yellowfive@124 309 local tmprel = obj.optimalItem.relicBonusIds
yellowfive@124 310 obj.optimalItem.relicBonusIds = nil
yellowfive@124 311 link = Amr.CreateItemLink(obj.optimalItem)
yellowfive@124 312 obj.optimalItem.relicBonusIds = tmprel
yellowfive@124 313
yellowfive@124 314 -- for artifacts, we consider it equipped if the item id alone matches
yellowfive@124 315 if obj.equippedItem and obj.equippedItem.id == obj.optimalItem.id then
yellowfive@124 316 obj.isEquipped = true
yellowfive@124 317 end
yellowfive@124 318 obj.equipLabel:SetText(obj.isEquipped and "E" or "")
yellowfive@100 319 end
yellowfive@100 320
yellowfive@124 321 Amr:SetItemTooltip(obj.nameLabel, link, "ANCHOR_TOPRIGHT")
yellowfive@89 322
yellowfive@124 323 local itemObj = Item:CreateFromItemLink(link)
yellowfive@124 324 if itemObj then
yellowfive@124 325 -- game's GetItemInfo method returns the wrong ilvl sometimes, so use the new item api to get it
yellowfive@124 326 iLevel = itemObj:GetCurrentItemLevel()
yellowfive@124 327 end
yellowfive@124 328 obj.ilvlLabel:SetText(iLevel)
yellowfive@124 329
yellowfive@124 330 end, {
yellowfive@124 331 ilvlLabel = lblIlvl,
yellowfive@124 332 nameLabel = lblItem,
yellowfive@124 333 equipLabel = lblEquipped,
yellowfive@124 334 optimalItem = optimalItem,
yellowfive@124 335 equippedItem = equippedItem,
yellowfive@124 336 isEquipped = isEquipped
yellowfive@124 337 })
yellowfive@57 338 end
yellowfive@57 339
yellowfive@57 340 -- modifications
yellowfive@57 341 if optimalItem then
yellowfive@57 342
yellowfive@124 343 -- gems or azerite powers
yellowfive@124 344 local prevSocket = nil
yellowfive@124 345
yellowfive@124 346 if isAzerite then
yellowfive@124 347 local azt = optimalItem.azerite or {}
yellowfive@124 348 for i,spellId in ipairs(azt) do
yellowfive@124 349 if spellId and spellId ~= 0 then
yellowfive@124 350 local equippedAzt = equippedItem and equippedItem.azerite or {}
yellowfive@124 351 local isPowerActive = Amr.Contains(equippedAzt, spellId)
yellowfive@124 352
yellowfive@124 353 local socketBorder, socketIcon = createSocketWidget(panelMods, prevSocket or lblItem, prevSocket, isPowerActive)
yellowfive@124 354
yellowfive@124 355 -- set icon and tooltip
yellowfive@124 356 local spellName, _, spellIcon = GetSpellInfo(spellId)
yellowfive@124 357 socketIcon:SetIcon(spellIcon)
yellowfive@124 358 Amr:SetSpellTooltip(socketIcon, spellId, "ANCHOR_TOPRIGHT")
yellowfive@124 359
yellowfive@124 360 prevSocket = socketBorder
yellowfive@124 361 end
yellowfive@124 362 end
yellowfive@124 363 else
yellowfive@124 364 for i = 1, #optimalItem.gemIds do
yellowfive@124 365 -- we rely on the fact that the gear sets coming back from the site will almost always have all sockets filled,
yellowfive@124 366 -- because it's a pain to get the actual number of sockets on an item from within the game
yellowfive@57 367 local g = optimalItem.gemIds[i]
yellowfive@124 368 if g == 0 then break end
yellowfive@124 369
yellowfive@124 370 local isGemEquipped = matchItem and matchItem.gemIds and matchItem.gemIds[i] == g
yellowfive@57 371
yellowfive@124 372 local socketBorder, socketIcon = createSocketWidget(panelMods, prevSocket or lblItem, prevSocket, isGemEquipped)
yellowfive@57 373
yellowfive@57 374 -- get icon for optimized gem
yellowfive@124 375 Amr.GetItemInfo(g, function(obj, name, link, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture)
yellowfive@124 376 -- set icon and a tooltip
yellowfive@124 377 obj:SetIcon(texture)
yellowfive@124 378 Amr:SetItemTooltip(obj, link, "ANCHOR_TOPRIGHT")
yellowfive@124 379 end, socketIcon)
yellowfive@89 380
yellowfive@89 381 prevSocket = socketBorder
yellowfive@57 382 end
yellowfive@57 383 end
yellowfive@124 384
yellowfive@57 385 -- enchant
yellowfive@57 386 if optimalItem.enchantId and optimalItem.enchantId ~= 0 then
yellowfive@57 387 local isEnchantEquipped = matchItem and matchItem.enchantId and matchItem.enchantId == optimalItem.enchantId
yellowfive@57 388
yellowfive@57 389 local lblEnchant = AceGUI:Create("AmrUiLabel")
yellowfive@124 390 panelMods:AddChild(lblEnchant)
yellowfive@124 391 lblEnchant:SetPoint("TOPLEFT", lblItem.frame, "TOPRIGHT", 130, 0)
yellowfive@57 392 lblEnchant:SetWordWrap(false)
yellowfive@57 393 lblEnchant:SetWidth(170)
yellowfive@57 394 lblEnchant:SetFont(Amr.CreateFont(isEnchantEquipped and "Regular" or "Bold", 14, isEnchantEquipped and Amr.Colors.TextGray or Amr.Colors.White))
yellowfive@57 395
yellowfive@124 396 local enchInfo = Amr.db.char.ExtraEnchantData[optimalItem.enchantId]
yellowfive@57 397 if enchInfo then
yellowfive@57 398 lblEnchant:SetText(enchInfo.text)
yellowfive@57 399
yellowfive@57 400 Amr.GetItemInfo(enchInfo.itemId, function(obj, name, link)
yellowfive@124 401 Amr:SetItemTooltip(obj, link, "ANCHOR_TOPRIGHT")
yellowfive@57 402 end, lblEnchant)
yellowfive@57 403 --Amr:SetSpellTooltip(lblEnchant, enchInfo.spellId)
yellowfive@57 404 end
yellowfive@124 405
yellowfive@57 406 end
yellowfive@57 407 end
yellowfive@57 408
yellowfive@57 409 prevElem = lbl
yellowfive@57 410 end
yellowfive@57 411 end
yellowfive@57 412 end
yellowfive@57 413
yellowfive@57 414 local function onGearTabSelected(container, event, group)
yellowfive@57 415 container:ReleaseChildren()
yellowfive@57 416 _activeTab = group
yellowfive@57 417 renderGear(tonumber(group), container)
yellowfive@57 418 end
yellowfive@57 419
yellowfive@57 420 local function onImportClick(widget)
yellowfive@57 421 Amr:ShowImportWindow()
yellowfive@57 422 end
yellowfive@57 423
yellowfive@57 424 -- renders the main UI for the Gear tab
yellowfive@57 425 function Amr:RenderTabGear(container)
yellowfive@57 426
yellowfive@57 427 local btnImport = AceGUI:Create("AmrUiButton")
yellowfive@57 428 btnImport:SetText(L.GearButtonImportText)
yellowfive@57 429 btnImport:SetBackgroundColor(Amr.Colors.Orange)
yellowfive@57 430 btnImport:SetFont(Amr.CreateFont("Bold", 16, Amr.Colors.White))
yellowfive@57 431 btnImport:SetWidth(120)
yellowfive@57 432 btnImport:SetHeight(26)
yellowfive@57 433 btnImport:SetCallback("OnClick", onImportClick)
yellowfive@57 434 container:AddChild(btnImport)
yellowfive@124 435 btnImport:SetPoint("TOPLEFT", container.content, "TOPLEFT", 0, -81)
yellowfive@57 436
yellowfive@57 437 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 438 container:AddChild(lbl)
yellowfive@57 439 lbl:SetText(L.GearImportNote)
yellowfive@57 440 lbl:SetWidth(100)
yellowfive@57 441 lbl:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.TextTan))
yellowfive@57 442 lbl:SetJustifyH("MIDDLE")
yellowfive@57 443 lbl:SetPoint("TOP", btnImport.frame, "BOTTOM", 0, -5)
yellowfive@57 444
yellowfive@57 445 local lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 446 container:AddChild(lbl2)
yellowfive@57 447 lbl2:SetText(L.GearTipTitle)
yellowfive@57 448 lbl2:SetWidth(140)
yellowfive@57 449 lbl2:SetFont(Amr.CreateFont("Italic", 20, Amr.Colors.Text))
yellowfive@57 450 lbl2:SetJustifyH("MIDDLE")
yellowfive@57 451 lbl2:SetPoint("TOP", lbl.frame, "BOTTOM", 0, -50)
yellowfive@57 452
yellowfive@57 453 lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 454 container:AddChild(lbl)
yellowfive@57 455 lbl:SetText(L.GearTipText)
yellowfive@57 456 lbl:SetWidth(140)
yellowfive@57 457 lbl:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.Text))
yellowfive@57 458 lbl:SetJustifyH("MIDDLE")
yellowfive@57 459 lbl:SetPoint("TOP", lbl2.frame, "BOTTOM", 0, -5)
yellowfive@57 460
yellowfive@57 461 lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 462 container:AddChild(lbl2)
yellowfive@57 463 lbl2:SetText(L.GearTipCommands)
yellowfive@57 464 lbl2:SetWidth(130)
yellowfive@57 465 lbl2:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.Text))
yellowfive@57 466 lbl2:SetPoint("TOP", lbl.frame, "BOTTOM", 10, -5)
yellowfive@57 467
yellowfive@57 468 local t = AceGUI:Create("AmrUiTabGroup")
yellowfive@57 469 t:SetLayout("None")
yellowfive@81 470
yellowfive@81 471 local tabz = {}
yellowfive@81 472 for pos = 1, 4 do
yellowfive@81 473 local specId = GetSpecializationInfo(pos)
yellowfive@81 474 if specId then
yellowfive@81 475 table.insert(tabz, { text = L.SpecsShort[Amr.SpecIds[specId]], value = pos .. "", style = "bold" })
yellowfive@81 476 end
yellowfive@81 477 end
yellowfive@81 478
yellowfive@81 479 t:SetTabs(tabz)
yellowfive@57 480 t:SetCallback("OnGroupSelected", onGearTabSelected)
yellowfive@124 481 container:AddChild(t)
yellowfive@57 482 t:SetPoint("TOPLEFT", container.content, "TOPLEFT", 144, -30)
yellowfive@57 483 t:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 484 _gearTabs = t;
yellowfive@57 485
yellowfive@61 486 local btnShop = AceGUI:Create("AmrUiButton")
yellowfive@61 487 btnShop:SetText(L.GearButtonShop)
yellowfive@61 488 btnShop:SetBackgroundColor(Amr.Colors.Blue)
yellowfive@61 489 btnShop:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@61 490 btnShop:SetWidth(245)
yellowfive@61 491 btnShop:SetHeight(26)
yellowfive@61 492 btnShop:SetCallback("OnClick", function(widget) Amr:ShowShopWindow() end)
yellowfive@61 493 container:AddChild(btnShop)
yellowfive@124 494 btnShop:SetPoint("TOPRIGHT", container.content, "TOPRIGHT", -20, -25)
yellowfive@61 495
yellowfive@57 496 if not _activeTab then
yellowfive@81 497 _activeTab = tostring(GetSpecialization())
yellowfive@57 498 end
yellowfive@57 499
yellowfive@57 500 t:SelectTab(_activeTab)
yellowfive@57 501 end
yellowfive@57 502
yellowfive@57 503 -- do cleanup when the gear tab is released
yellowfive@57 504 function Amr:ReleaseTabGear()
yellowfive@57 505 _gearTabs = nil
yellowfive@57 506 end
yellowfive@57 507
yellowfive@57 508 -- show and update the gear tab for the specified spec
yellowfive@57 509 function Amr:ShowGearTab(spec)
yellowfive@57 510 if not _gearTabs then return end
yellowfive@57 511
yellowfive@57 512 _activeTab = tostring(spec)
yellowfive@57 513 _gearTabs:SelectTab(_activeTab)
yellowfive@57 514 end
yellowfive@57 515
yellowfive@57 516 -- refresh display of the current gear tab
yellowfive@57 517 function Amr:RefreshGearTab()
yellowfive@57 518 if not _gearTabs then return end
yellowfive@57 519 _gearTabs:SelectTab(_activeTab)
yellowfive@57 520 end
yellowfive@57 521
yellowfive@57 522
yellowfive@57 523 ------------------------------------------------------------------------------------------------
yellowfive@57 524 -- Gear Set Management
yellowfive@57 525 ------------------------------------------------------------------------------------------------
yellowfive@57 526 local _waitingForSpec = 0
yellowfive@124 527 local _pendingGearOps = nil
yellowfive@124 528 local _currentGearOp = nil
yellowfive@124 529 local _itemLockAction = nil
yellowfive@124 530 local _gearOpPasses = 0
yellowfive@124 531 local _gearOpWaiting = nil
yellowfive@57 532
yellowfive@124 533 local beginEquipGearSet, processCurrentGearOp, nextGearOp
yellowfive@89 534
yellowfive@57 535 -- find the first empty slot in the player's backpack+bags
yellowfive@57 536 local function findFirstEmptyBagSlot()
yellowfive@57 537
yellowfive@57 538 local bagIds = {}
yellowfive@57 539 table.insert(bagIds, BACKPACK_CONTAINER)
yellowfive@57 540 for bagId = 1, NUM_BAG_SLOTS do
yellowfive@57 541 table.insert(bagIds, bagId)
yellowfive@57 542 end
yellowfive@57 543
yellowfive@57 544 for i, bagId in ipairs(bagIds) do
yellowfive@57 545 local numSlots = GetContainerNumSlots(bagId)
yellowfive@57 546 for slotId = 1, numSlots do
yellowfive@57 547 local _, _, _, _, _, _, itemLink = GetContainerItemInfo(bagId, slotId)
yellowfive@57 548 if not itemLink then
yellowfive@57 549 return bagId, slotId
yellowfive@57 550 end
yellowfive@57 551 end
yellowfive@57 552 end
yellowfive@57 553
yellowfive@57 554 return nil, nil
yellowfive@57 555 end
yellowfive@57 556
yellowfive@124 557 -- scan a bag for the best matching item
yellowfive@124 558 local function scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@124 559 local numSlots = GetContainerNumSlots(bagId)
yellowfive@124 560 for slotId = 1, numSlots do
yellowfive@124 561 local _, _, _, _, _, _, itemLink = GetContainerItemInfo(bagId, slotId)
yellowfive@124 562 -- we skip any stackable item, as far as we know, there is no equippable gear that can be stacked
yellowfive@124 563 if itemLink then
yellowfive@124 564 local bagItem = Amr.ParseItemLink(itemLink)
yellowfive@124 565 if bagItem ~= nil then
yellowfive@124 566 local diff = countItemDifferences(item, bagItem)
yellowfive@124 567 if diff < bestDiff then
yellowfive@124 568 bestItem = { bag = bagId, slot = slotId }
yellowfive@124 569 bestDiff = diff
yellowfive@124 570 bestLink = itemLink
yellowfive@124 571 end
yellowfive@124 572 end
yellowfive@124 573 end
yellowfive@57 574 end
yellowfive@124 575 return bestItem, bestDiff, bestLink
yellowfive@57 576 end
yellowfive@57 577
yellowfive@124 578 -- 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@124 579 local function findCurrentGearOpItem()
yellowfive@124 580
yellowfive@124 581 local item = _currentGearOp.items[_currentGearOp.nextSlot]
yellowfive@124 582
yellowfive@57 583 local bestItem = nil
yellowfive@57 584 local bestLink = nil
yellowfive@124 585 local bestDiff = 10000
yellowfive@57 586
yellowfive@73 587 -- inventory
yellowfive@73 588 bestItem, bestDiff, bestLink = scanBagForItem(item, BACKPACK_CONTAINER, bestItem, bestDiff, bestLink)
yellowfive@73 589 for bagId = 1, NUM_BAG_SLOTS do
yellowfive@73 590 bestItem, bestDiff, bestLink = scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@73 591 end
yellowfive@73 592
yellowfive@129 593 -- with new approach, the item to use should never be equipped, should be in bags at this point
yellowfive@129 594 --[[
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@129 613 ]]
yellowfive@129 614
yellowfive@57 615 -- bank
yellowfive@124 616 if bestDiff > 0 then
yellowfive@124 617 bestItem, bestDiff, bestLink = scanBagForItem(item, BANK_CONTAINER, bestItem, bestDiff, bestLink)
yellowfive@124 618 for bagId = NUM_BAG_SLOTS + 1, NUM_BAG_SLOTS + NUM_BANKBAGSLOTS do
yellowfive@124 619 bestItem, bestDiff, bestLink = scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@124 620 end
yellowfive@57 621 end
yellowfive@124 622
yellowfive@124 623 return bestItem, bestDiff, bestLink
yellowfive@124 624 end
yellowfive@124 625
yellowfive@124 626 -- on completion, create an equipment manager set if desired
yellowfive@124 627 local function onEquipGearSetComplete()
yellowfive@124 628 if Amr.db.profile.options.disableEm then return end
yellowfive@57 629
yellowfive@124 630 -- create an equipment manager set
yellowfive@124 631 local specId, specName = GetSpecializationInfo(GetSpecialization())
yellowfive@57 632
yellowfive@124 633 local item = Amr.ParseItemLink(GetInventoryItemLink("player", INVSLOT_MAINHAND))
yellowfive@124 634 if not item then
yellowfive@124 635 item = Amr.ParseItemLink(GetInventoryItemLink("player", INVSLOT_OFFHAND))
yellowfive@124 636 end
yellowfive@124 637 if item then
yellowfive@124 638 Amr.GetItemInfo(item.id, function(customArg, name, link, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture)
yellowfive@124 639 local setname = "AMR " .. specName
yellowfive@124 640 local setid = C_EquipmentSet.GetEquipmentSetID(setname)
yellowfive@124 641 if setid then
yellowfive@124 642 C_EquipmentSet.SaveEquipmentSet(setid, texture)
yellowfive@124 643 else
yellowfive@124 644 C_EquipmentSet.CreateEquipmentSet(setname, texture)
yellowfive@124 645 end
yellowfive@124 646 end)
yellowfive@124 647 end
yellowfive@124 648 end
yellowfive@124 649
yellowfive@124 650 -- stop any currently in-progress gear swapping operation and clean up
yellowfive@124 651 local function disposeGearOp()
yellowfive@124 652 _pendingGearOps = nil
yellowfive@124 653 _currentGearOp = nil
yellowfive@124 654 _itemLockAction = nil
yellowfive@124 655 _gearOpPasses = 0
yellowfive@124 656 _gearOpWaiting = nil
yellowfive@124 657
yellowfive@124 658 -- make sure the gear tab is still in sync
yellowfive@124 659 Amr:RefreshGearTab()
yellowfive@124 660 end
yellowfive@124 661
yellowfive@124 662 -- initialize a gear op to start running it
yellowfive@124 663 local function initializeGearOp(op, spec, pos)
yellowfive@124 664 op.pos = pos
yellowfive@124 665 op.spec = spec
yellowfive@124 666
yellowfive@124 667 -- fill the remaining slot list and set the starting slot
yellowfive@124 668 op.nextSlot = nil
yellowfive@124 669 op.slotsRemaining = {}
yellowfive@124 670 op.isWaiting = false
yellowfive@124 671 for slotId, item in pairs(op.items) do
yellowfive@124 672 op.slotsRemaining[slotId] = true
yellowfive@124 673 if not op.nextSlot then
yellowfive@124 674 op.nextSlot = slotId
yellowfive@124 675 end
yellowfive@124 676 end
yellowfive@124 677 end
yellowfive@124 678
yellowfive@124 679 function processCurrentGearOp()
yellowfive@124 680 if not _currentGearOp then return end
yellowfive@124 681
yellowfive@124 682 if _currentGearOp.remove then
yellowfive@124 683 -- remove the next item
yellowfive@124 684
yellowfive@124 685 -- check if the slot is already empty
yellowfive@124 686 local itemLink = GetInventoryItemLink("player", _currentGearOp.nextSlot)
yellowfive@124 687 if not itemLink then
yellowfive@124 688 nextGearOp()
yellowfive@124 689 return
yellowfive@124 690 end
yellowfive@124 691
yellowfive@57 692 -- find first empty bag slot
yellowfive@57 693 local invBag, invSlot = findFirstEmptyBagSlot()
yellowfive@57 694 if not invBag then
yellowfive@57 695 -- stop if bags are too full
yellowfive@57 696 Amr:Print(L.GearEquipErrorBagFull)
yellowfive@124 697 disposeGearOp()
yellowfive@57 698 return
yellowfive@57 699 end
yellowfive@57 700
yellowfive@124 701 PickupInventoryItem(_currentGearOp.nextSlot)
yellowfive@57 702 PickupContainerItem(invBag, invSlot)
yellowfive@57 703
yellowfive@124 704 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 705 _itemLockAction = {
yellowfive@57 706 bagId = invBag,
yellowfive@124 707 slotId = invSlot,
yellowfive@124 708 isRemove = true
yellowfive@57 709 }
yellowfive@124 710
yellowfive@124 711 ClearCursor()
yellowfive@124 712 -- wait for remove to complete
yellowfive@124 713 else
yellowfive@124 714 -- equip the next item
yellowfive@57 715
yellowfive@124 716 local bestItem, bestDiff, bestLink = findCurrentGearOpItem()
yellowfive@124 717
yellowfive@124 718 _itemLockAction = nil
yellowfive@57 719 ClearCursor()
yellowfive@124 720
yellowfive@124 721 if not bestItem then
yellowfive@124 722 -- stop if we can't find an item
yellowfive@124 723 Amr:Print(L.GearEquipErrorNotFound)
yellowfive@124 724 Amr:Print(L.GearEquipErrorNotFound2)
yellowfive@124 725 disposeGearOp()
yellowfive@124 726
yellowfive@124 727 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@124 728 -- find first empty bag slot
yellowfive@124 729 local invBag, invSlot = findFirstEmptyBagSlot()
yellowfive@124 730 if not invBag then
yellowfive@124 731 -- stop if bags are too full
yellowfive@124 732 Amr:Print(L.GearEquipErrorBagFull)
yellowfive@124 733 disposeGearOp()
yellowfive@124 734 return
yellowfive@124 735 end
yellowfive@124 736
yellowfive@124 737 -- move from bank to bag
yellowfive@124 738 PickupContainerItem(bestItem.bag, bestItem.slot)
yellowfive@124 739 PickupContainerItem(invBag, invSlot)
yellowfive@124 740
yellowfive@124 741 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 742 _itemLockAction = {
yellowfive@124 743 bagId = invBag,
yellowfive@124 744 slotId = invSlot,
yellowfive@124 745 isBank = true
yellowfive@124 746 }
yellowfive@124 747
yellowfive@124 748 ClearCursor()
yellowfive@124 749 -- now we need to wait for game event to continue and try this item again after it is in our bag and unlocked
yellowfive@124 750
yellowfive@124 751 elseif (bestItem.bag or bestItem.bag == 0) and not Amr:CanEquip(bestItem.bag, bestItem.slot) then
yellowfive@57 752 -- if an item is not soulbound, then warn the user and quit
yellowfive@57 753 Amr:Print(L.GearEquipErrorSoulbound(bestLink))
yellowfive@124 754 disposeGearOp()
yellowfive@124 755
yellowfive@57 756 else
yellowfive@124 757
yellowfive@129 758 --print("equipping " .. bestLink .. " in slot " .. _currentGearOp.nextSlot)
yellowfive@129 759
yellowfive@57 760 -- an item in the player's bags or already equipped, equip it
yellowfive@57 761 if bestItem.bag then
yellowfive@57 762 PickupContainerItem(bestItem.bag, bestItem.slot)
yellowfive@57 763 else
yellowfive@124 764 _gearOpWaiting.inventory[bestItem.slot] = true
yellowfive@57 765 PickupInventoryItem(bestItem.slot)
yellowfive@57 766 end
yellowfive@124 767 _gearOpWaiting.inventory[_currentGearOp.nextSlot] = true
yellowfive@124 768 PickupInventoryItem(_currentGearOp.nextSlot)
yellowfive@124 769
yellowfive@124 770 -- don't wait for now, do all equips at once
yellowfive@124 771 --[[
yellowfive@124 772 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 773 _itemLockAction = {
yellowfive@124 774 bagId = bestItem.bag,
yellowfive@124 775 slotId = bestItem.slot,
yellowfive@124 776 invSlot = _currentGearOp.nextSlot,
yellowfive@124 777 isEquip = true
yellowfive@124 778 }
yellowfive@124 779 ]]
yellowfive@124 780
yellowfive@124 781 ClearCursor()
yellowfive@124 782 nextGearOp()
yellowfive@124 783 end
yellowfive@124 784
yellowfive@124 785 end
yellowfive@124 786 end
yellowfive@124 787
yellowfive@124 788 -- when a gear op completes successfully, this will advance to the next op or finish
yellowfive@124 789 function nextGearOp()
yellowfive@124 790 if not _currentGearOp then return end
yellowfive@124 791
yellowfive@124 792 local spec = _currentGearOp.spec
yellowfive@124 793 local pos = _currentGearOp.pos
yellowfive@124 794 local passes = _gearOpPasses
yellowfive@124 795
yellowfive@124 796 -- mark the slot as done and move to the next
yellowfive@124 797 if _currentGearOp.nextSlot then
yellowfive@124 798 _currentGearOp.slotsRemaining[_currentGearOp.nextSlot] = nil
yellowfive@124 799 _currentGearOp.nextSlot = nil
yellowfive@124 800 for slotId, item in pairs(_currentGearOp.items) do
yellowfive@124 801 if _currentGearOp.slotsRemaining[slotId] then
yellowfive@124 802 _currentGearOp.nextSlot = slotId
yellowfive@124 803 break
yellowfive@124 804 end
yellowfive@124 805 end
yellowfive@124 806 end
yellowfive@124 807
yellowfive@124 808 if not _currentGearOp.nextSlot then
yellowfive@124 809 -- see if anything is still in progress and we want to wait for it before continuing
yellowfive@124 810 local inProgress = not Amr.IsEmpty(_gearOpWaiting.inventory)
yellowfive@124 811
yellowfive@124 812 if (_currentGearOp.wait or _currentGearOp.remove) and inProgress then
yellowfive@124 813 -- this will cause the item unlock handler to call nextGearOp again when all in-progress swaps have unlocked related slots
yellowfive@124 814 _currentGearOp.isWaiting = true
yellowfive@124 815 else
yellowfive@124 816 _currentGearOp = _pendingGearOps[pos + 1]
yellowfive@124 817 if _currentGearOp then
yellowfive@124 818 -- we have another op, do it
yellowfive@124 819 initializeGearOp(_currentGearOp, spec, pos + 1)
yellowfive@124 820 processCurrentGearOp()
yellowfive@124 821 else
yellowfive@124 822 -- we are done
yellowfive@124 823 disposeGearOp()
yellowfive@124 824
yellowfive@124 825 -- this will check if not all items were swapped, and either finish up, try again, or abort if have tried too many times
yellowfive@124 826 beginEquipGearSet(spec, passes + 1)
yellowfive@124 827 end
yellowfive@124 828 end
yellowfive@124 829 else
yellowfive@124 830 -- do the next item
yellowfive@124 831 processCurrentGearOp()
yellowfive@124 832 end
yellowfive@124 833
yellowfive@124 834 end
yellowfive@124 835
yellowfive@124 836 local function handleItemUnlocked(bagId, slotId)
yellowfive@124 837
yellowfive@124 838 -- mark anything that is waiting as unlocked if it is no longer locked
yellowfive@124 839 if _currentGearOp and _gearOpWaiting then
yellowfive@124 840 for i,s in ipairs(Amr.SlotIds) do
yellowfive@124 841 if not IsInventoryItemLocked(s) then
yellowfive@124 842 _gearOpWaiting.inventory[s] = nil
yellowfive@124 843 end
yellowfive@124 844 end
yellowfive@124 845 end
yellowfive@124 846
yellowfive@124 847 if _itemLockAction then
yellowfive@124 848 if _itemLockAction.isRemove then
yellowfive@124 849 -- waiting for a specific remove op to finish before continuing
yellowfive@124 850 if bagId == _itemLockAction.bagId and slotId == _itemLockAction.slotId then
yellowfive@124 851 _itemLockAction = nil
yellowfive@124 852 nextGearOp()
yellowfive@124 853 end
yellowfive@124 854 elseif _itemLockAction.isBank then
yellowfive@124 855 -- waiting for an item to move from bank into inventory, then reprocess the current op
yellowfive@124 856 if bagId == _itemLockAction.bagId and slotId == _itemLockAction.slotId then
yellowfive@124 857 _itemLockAction = nil
yellowfive@124 858 processCurrentGearOp()
yellowfive@124 859 end
yellowfive@124 860
yellowfive@124 861 elseif _itemLockAction.isEquip then
yellowfive@124 862 -- this is not currently used... we do all equips at once usually, but could go back to this if it causes problems
yellowfive@124 863
yellowfive@124 864 -- waiting for a specific equip op to finish
yellowfive@61 865
yellowfive@124 866 -- inventory slot we're swapping to is still locked, can't continue yet
yellowfive@124 867 if IsInventoryItemLocked(_itemLockAction.invSlot) then return end
yellowfive@124 868
yellowfive@124 869 if _itemLockAction.bagId then
yellowfive@124 870 local _, _, locked = GetContainerItemInfo(_itemLockAction.bagId, _itemLockAction.slotId)
yellowfive@124 871 -- the bag slot we're swapping from is still locked, can't continue yet
yellowfive@124 872 if locked then return end
yellowfive@124 873 else
yellowfive@124 874 -- inventory slot we're swapping from is still locked, can't continue yet
yellowfive@124 875 if IsInventoryItemLocked(_itemLockAction.slotId) then return end
yellowfive@124 876 end
yellowfive@124 877
yellowfive@124 878 _itemLockAction = nil
yellowfive@124 879 nextGearOp()
yellowfive@124 880 else
yellowfive@124 881 -- unknown... shouldn't happen
yellowfive@124 882 _itemLockAction = nil
yellowfive@57 883 end
yellowfive@124 884 else
yellowfive@124 885
yellowfive@124 886 -- not waiting on a specific action, check if we are waiting for all locked slots to open up and they are done
yellowfive@124 887 if _currentGearOp and _gearOpWaiting and _currentGearOp.isWaiting and Amr.IsEmpty(_gearOpWaiting.inventory) then
yellowfive@124 888 nextGearOp()
yellowfive@124 889 end
yellowfive@57 890 end
yellowfive@57 891
yellowfive@57 892 end
yellowfive@57 893
yellowfive@124 894 local function shuffle(tbl)
yellowfive@124 895 local size = #tbl
yellowfive@124 896 for i = size, 1, -1 do
yellowfive@124 897 local rand = math.random(size)
yellowfive@124 898 tbl[i], tbl[rand] = tbl[rand], tbl[i]
yellowfive@89 899 end
yellowfive@124 900 return tbl
yellowfive@89 901 end
yellowfive@89 902
yellowfive@129 903 local _ohFirst = {
yellowfive@129 904 [20] = true, -- PaladinProtection
yellowfive@129 905 [32] = true, -- WarlockDemonology
yellowfive@129 906 [36] = true -- WarriorProtection
yellowfive@129 907 }
yellowfive@129 908
yellowfive@124 909 function beginEquipGearSet(spec, passes)
yellowfive@57 910
yellowfive@57 911 local gear = Amr.db.char.GearSets[spec]
yellowfive@57 912 if not gear then
yellowfive@57 913 Amr:Print(L.GearEquipErrorEmpty)
yellowfive@57 914 return
yellowfive@57 915 end
yellowfive@124 916
yellowfive@124 917 -- ensure all our stored data is up to date
yellowfive@57 918 local player = Amr:ExportCharacter()
yellowfive@129 919 local doOhFirst = _ohFirst[player.Specs[spec]]
yellowfive@57 920
yellowfive@124 921 local itemsToEquip = {
yellowfive@124 922 legendaries = {},
yellowfive@124 923 weapons = {},
yellowfive@129 924 mh = {},
yellowfive@129 925 oh = {},
yellowfive@124 926 rings = {},
yellowfive@124 927 trinkets = {},
yellowfive@124 928 others = {},
yellowfive@124 929 blanks = {}
yellowfive@124 930 }
yellowfive@57 931 local remaining = 0
yellowfive@129 932 local usedItems = {}
yellowfive@124 933
yellowfive@124 934 -- 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@124 935 local slots = {}
yellowfive@124 936 for i,s in ipairs(Amr.SlotIds) do
yellowfive@124 937 table.insert(slots, s)
yellowfive@124 938 end
yellowfive@124 939 shuffle(slots)
yellowfive@124 940
yellowfive@124 941 for i,slotId in ipairs(slots) do
yellowfive@124 942
yellowfive@124 943 -- we do stuff in batches that avoids most unique conflicts
yellowfive@124 944 local list = itemsToEquip.others
yellowfive@129 945 if slotId == 16 then
yellowfive@129 946 list = itemsToEquip.mh
yellowfive@129 947 elseif slotId == 17 then
yellowfive@129 948 list = itemsToEquip.oh
yellowfive@124 949 elseif slotId == 11 or slotId == 12 then
yellowfive@124 950 list = itemsToEquip.rings
yellowfive@124 951 elseif slotId == 13 or slotId == 14 then
yellowfive@124 952 list = itemsToEquip.trinkets
yellowfive@124 953 end
yellowfive@124 954
yellowfive@57 955 local old = player.Equipped[spec][slotId]
yellowfive@57 956 local new = gear[slotId]
yellowfive@124 957 local prevRemaining = remaining
yellowfive@69 958 if new then
yellowfive@124 959 -- if the new thing is an artifact, only match the item id
yellowfive@124 960 local newItem = Item:CreateFromItemID(new.id)
yellowfive@124 961 local quality = newItem and newItem:GetItemQuality() or 0
yellowfive@124 962 if quality == 6 then
yellowfive@124 963 if not old or new.id ~= old.id then
yellowfive@124 964 list[slotId] = new
yellowfive@129 965 if list == itemsToEquip.mh or list == itemsToEquip.oh then
yellowfive@129 966 itemsToEquip.weapons[slotId] = {}
yellowfive@129 967 end
yellowfive@69 968 remaining = remaining + 1
yellowfive@69 969 end
yellowfive@129 970 else
yellowfive@129 971 -- find the best matching item anywhere in the player's gear
yellowfive@129 972 local bestItem, bestDiff = Amr:FindMatchingItem(new, player, usedItems)
yellowfive@129 973 new = bestItem
yellowfive@129 974
yellowfive@124 975 local diff = countItemDifferences(old, new)
yellowfive@129 976
yellowfive@129 977 --[[
yellowfive@124 978 if diff > 0 and diff < 1000 then
yellowfive@124 979 -- same item, see if inventory has one that is closer (e.g. a duplicate item with correct enchants/gems)
yellowfive@124 980 local bestItem, bestDiff = Amr:FindMatchingItem(new, player, usedItems)
yellowfive@124 981 if bestDiff and bestDiff < diff then
yellowfive@124 982 new = bestItem
yellowfive@124 983 diff = bestDiff
yellowfive@124 984 end
yellowfive@124 985 end
yellowfive@129 986 ]]
yellowfive@124 987
yellowfive@129 988 if diff > 0 then
yellowfive@124 989 list[slotId] = new
yellowfive@129 990 if list == itemsToEquip.mh or list == itemsToEquip.oh then
yellowfive@129 991 itemsToEquip.weapons[slotId] = {}
yellowfive@129 992 end
yellowfive@124 993 remaining = remaining + 1
yellowfive@124 994 end
yellowfive@124 995 end
yellowfive@129 996 elseif old then
yellowfive@124 997 -- need to remove this item
yellowfive@124 998 itemsToEquip.blanks[slotId] = {}
yellowfive@124 999 remaining = remaining + 1
yellowfive@124 1000 end
yellowfive@124 1001
yellowfive@124 1002 if remaining > prevRemaining then
yellowfive@124 1003 -- 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 1004 if old then
yellowfive@124 1005 local oldItem = Item:CreateFromItemID(old.id)
yellowfive@124 1006 if oldItem and oldItem:GetItemQuality() == 5 then
yellowfive@124 1007 itemsToEquip.legendaries[slotId] = {}
yellowfive@124 1008 end
yellowfive@57 1009 end
yellowfive@57 1010 end
yellowfive@57 1011 end
yellowfive@124 1012
yellowfive@124 1013 if remaining > 0 then
yellowfive@57 1014
yellowfive@124 1015 if passes < 5 then
yellowfive@124 1016 _pendingGearOps = {}
yellowfive@124 1017
yellowfive@129 1018 if not Amr.IsEmpty(itemsToEquip.blanks) then
yellowfive@124 1019 -- if gear set wants slots to be blank, do that first
yellowfive@124 1020 table.insert(_pendingGearOps, { items = itemsToEquip.blanks, remove = true, label = "blanks" })
yellowfive@129 1021 end
yellowfive@124 1022 if not Amr.IsEmpty(itemsToEquip.weapons) then
yellowfive@129 1023 -- change weapons first: remove both, wait, then equip each weapon one by one, waiting after each
yellowfive@129 1024 table.insert(_pendingGearOps, { items = itemsToEquip.weapons, remove = true, label = "remove weapons" })
yellowfive@129 1025 local thisWeapon = doOhFirst and itemsToEquip.oh or itemsToEquip.mh
yellowfive@129 1026 if not Amr.IsEmpty(thisWeapon) then
yellowfive@129 1027 table.insert(_pendingGearOps, { items = thisWeapon, wait = true, label = "equip weapon 1" })
yellowfive@129 1028 end
yellowfive@129 1029 thisWeapon = doOhFirst and itemsToEquip.mh or itemsToEquip.oh
yellowfive@129 1030 if not Amr.IsEmpty(thisWeapon) then
yellowfive@129 1031 table.insert(_pendingGearOps, { items = thisWeapon, wait = true, label = "equip weapon 2" })
yellowfive@129 1032 end
yellowfive@124 1033 end
yellowfive@124 1034 if not Amr.IsEmpty(itemsToEquip.legendaries) then
yellowfive@124 1035 -- remove any legendaries, wait
yellowfive@124 1036 table.insert(_pendingGearOps, { items = itemsToEquip.legendaries, remove = true, label = "remove legendaries" })
yellowfive@124 1037 end
yellowfive@124 1038 if not Amr.IsEmpty(itemsToEquip.rings) then
yellowfive@124 1039 -- remove both rings, wait, then equip new ones
yellowfive@124 1040 table.insert(_pendingGearOps, { items = itemsToEquip.rings, remove = true, label = "remove rings" })
yellowfive@124 1041 table.insert(_pendingGearOps, { items = itemsToEquip.rings, wait = true, label = "equip rings" })
yellowfive@124 1042 end
yellowfive@124 1043 if not Amr.IsEmpty(itemsToEquip.trinkets) then
yellowfive@124 1044 -- remove both trinkets, wait, then equip new ones
yellowfive@124 1045 table.insert(_pendingGearOps, { items = itemsToEquip.trinkets, remove = true, label = "remove trinkets" })
yellowfive@124 1046 table.insert(_pendingGearOps, { items = itemsToEquip.trinkets, wait = true, label = "equip trinkets" })
yellowfive@124 1047 end
yellowfive@124 1048 if not Amr.IsEmpty(itemsToEquip.others) then
yellowfive@124 1049 -- equip all other items, wait for completion
yellowfive@124 1050 table.insert(_pendingGearOps, { items = itemsToEquip.others, wait = true, label = "equip others" })
yellowfive@124 1051 end
yellowfive@124 1052
yellowfive@124 1053 -- make the last operation wait no matter what, before this gets called again to check if everything succeeded
yellowfive@124 1054 _pendingGearOps[#_pendingGearOps].wait = true
yellowfive@124 1055
yellowfive@124 1056 if not _gearOpWaiting then
yellowfive@124 1057 _gearOpWaiting = { inventory = {} }
yellowfive@124 1058 end
yellowfive@124 1059
yellowfive@124 1060 _gearOpPasses = passes
yellowfive@124 1061 _currentGearOp = _pendingGearOps[1]
yellowfive@124 1062 initializeGearOp(_currentGearOp, spec, 1)
yellowfive@124 1063
yellowfive@124 1064 processCurrentGearOp()
yellowfive@124 1065 else
yellowfive@124 1066 -- TODO: print message that gear set couldn't be equipped
yellowfive@89 1067 end
yellowfive@57 1068
yellowfive@57 1069 else
yellowfive@89 1070 onEquipGearSetComplete()
yellowfive@124 1071 end
yellowfive@57 1072 end
yellowfive@57 1073
yellowfive@57 1074 local function onActiveTalentGroupChanged()
yellowfive@81 1075
yellowfive@57 1076 local auto = Amr.db.profile.options.autoGear
yellowfive@81 1077 local currentSpec = GetSpecialization()
yellowfive@129 1078 local waitingSpec = _waitingForSpec
yellowfive@129 1079 _waitingForSpec = 0
yellowfive@57 1080
yellowfive@129 1081 if currentSpec == waitingSpec or auto then
yellowfive@129 1082 -- spec is what we want, now equip the gear but after a short delay because the game auto-swaps artifact weapons
yellowfive@129 1083 Amr.Wait(2, function()
yellowfive@129 1084 beginEquipGearSet(GetSpecialization(), 0)
yellowfive@129 1085 end)
yellowfive@57 1086 end
yellowfive@57 1087 end
yellowfive@57 1088
yellowfive@81 1089 -- activate the specified spec and then equip the saved gear set
yellowfive@57 1090 function Amr:EquipGearSet(spec)
yellowfive@57 1091
yellowfive@81 1092 -- if no argument, then cycle spec
yellowfive@57 1093 if not spec then
yellowfive@81 1094 spec = GetSpecialization() + 1
yellowfive@57 1095 end
yellowfive@81 1096
yellowfive@57 1097 -- allow some flexibility in the arguments
yellowfive@81 1098 if spec == "1" or spec == "2" or spec == "3" or spec == "4" then spec = tonumber(spec) end
yellowfive@81 1099
yellowfive@81 1100 local specId = GetSpecializationInfo(spec)
yellowfive@81 1101 if not specId then spec = 1 end
yellowfive@57 1102
yellowfive@57 1103 if UnitAffectingCombat("player") then
yellowfive@57 1104 Amr:Print(L.GearEquipErrorCombat)
yellowfive@57 1105 return
yellowfive@57 1106 end
yellowfive@57 1107
yellowfive@81 1108 local currentSpec = GetSpecialization()
yellowfive@57 1109 if currentSpec ~= spec then
yellowfive@129 1110 _waitingForSpec = spec
yellowfive@81 1111 SetSpecialization(spec)
yellowfive@57 1112 else
yellowfive@129 1113 -- spec is what we want, now equip the gear
yellowfive@129 1114 beginEquipGearSet(currentSpec, 0)
yellowfive@57 1115 end
yellowfive@57 1116 end
yellowfive@57 1117
yellowfive@124 1118 -- moves any gear in bags to the bank if not part of a gear set
yellowfive@57 1119 function Amr:CleanBags()
yellowfive@57 1120 -- TODO: implement
yellowfive@57 1121 end
yellowfive@57 1122
yellowfive@81 1123 --[[
yellowfive@81 1124 local function testfunc(message)
yellowfive@81 1125 print(strsub(message, 13))
yellowfive@81 1126 end
yellowfive@81 1127 ]]
yellowfive@81 1128
yellowfive@57 1129 function Amr:InitializeGear()
yellowfive@87 1130 Amr:AddEventHandler("ACTIVE_TALENT_GROUP_CHANGED", onActiveTalentGroupChanged)
yellowfive@57 1131
yellowfive@81 1132 --Amr:AddEventHandler("CHAT_MSG_CHANNEL", testfunc)
yellowfive@81 1133
yellowfive@57 1134 Amr:AddEventHandler("UNIT_INVENTORY_CHANGED", function(unitID)
yellowfive@57 1135 if unitID and unitID ~= "player" then return end
yellowfive@124 1136
yellowfive@124 1137 -- don't update during a gear operation, wait until it is totally finished
yellowfive@124 1138 if _pendingGearOps then return end
yellowfive@124 1139
yellowfive@57 1140 Amr:RefreshGearTab()
yellowfive@57 1141 end)
yellowfive@57 1142
yellowfive@124 1143 Amr:AddEventHandler("ITEM_UNLOCKED", handleItemUnlocked)
yellowfive@122 1144 end