annotate Gear.lua @ 149:cfdb5e5c828e v70

Tweak to azerite gear matching.
author yellowfive
date Wed, 02 Jan 2019 18:29:51 -0800
parents df1596b1a744
children bdf1b0c98882
rev   line source
yellowfive@57 1 local Amr = LibStub("AceAddon-3.0"):GetAddon("AskMrRobot")
yellowfive@57 2 local L = LibStub("AceLocale-3.0"):GetLocale("AskMrRobot", true)
yellowfive@57 3 local AceGUI = LibStub("AceGUI-3.0")
yellowfive@57 4
yellowfive@139 5 local _cboSetups
yellowfive@139 6 local _panelGear
yellowfive@139 7 local _activeSetupId
yellowfive@139 8
yellowfive@139 9 local function getSetupById(id)
yellowfive@139 10 if not id then
yellowfive@139 11 id = _activeSetupId
yellowfive@139 12 end
yellowfive@139 13 local setup
yellowfive@139 14 for i,s in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 15 if s.Id == id then
yellowfive@139 16 setup = s
yellowfive@139 17 break
yellowfive@139 18 end
yellowfive@139 19 end
yellowfive@139 20 return setup
yellowfive@139 21 end
yellowfive@57 22
yellowfive@57 23 -- Returns a number indicating how different two items are (0 means the same, higher means more different)
yellowfive@57 24 local function countItemDifferences(item1, item2)
yellowfive@124 25 -- both nil, the same
yellowfive@124 26 if not item1 and not item2 then
yellowfive@124 27 return 0
yellowfive@124 28 end
yellowfive@124 29
yellowfive@124 30 -- one nil and other not, or different id, totally different
yellowfive@124 31 if (not item1 and item2) or (item1 and not item2) or item1.id ~= item2.id then
yellowfive@149 32 return 100000
yellowfive@124 33 end
yellowfive@124 34
yellowfive@124 35 -- different versions of same item (id + bonus ids + suffix + drop level, constitutes a different physical drop)
yellowfive@135 36 if Amr.GetItemUniqueId(item1, true, true) ~= Amr.GetItemUniqueId(item2, true, true) then
yellowfive@149 37 return 10000
yellowfive@57 38 end
yellowfive@57 39
yellowfive@81 40 -- different upgrade levels of the same item
yellowfive@57 41 if item1.upgradeId ~= item2.upgradeId then
yellowfive@149 42 return 1000
yellowfive@124 43 end
yellowfive@124 44
yellowfive@149 45 -- a change that requires reforging is considered more different than a change that does not;
yellowfive@149 46 -- it is assumed that item1 is how we want the item to be in the end, and item2 is how it currently is
yellowfive@149 47 local aztReforges = 0
yellowfive@149 48 local aztSelects = 0
yellowfive@149 49
yellowfive@149 50 if item1.id == item2.id and (item1.azerite or item2.azerite) then
yellowfive@149 51 -- azerite that needs to be reforged
yellowfive@149 52 if item2.azerite and not item1.azerite then
yellowfive@149 53 -- kind of a dumb case... but we would need to blank all azerite on item2 to match item1
yellowfive@149 54 aztReforges = #item2.azerite * 100
yellowfive@149 55 elseif item2.azerite then
yellowfive@149 56 -- count up azerite on item2 but not on item1, these would need to be reforged
yellowfive@149 57 for i = 1, #item2.azerite do
yellowfive@149 58 local missing = true
yellowfive@149 59 for j = 1, #item1.azerite do
yellowfive@149 60 if item1.azerite[j] == item2.azerite[i] then
yellowfive@149 61 missing = false
yellowfive@149 62 end
yellowfive@149 63 end
yellowfive@149 64 if missing then
yellowfive@149 65 aztReforges = aztReforges + 100
yellowfive@149 66 end
yellowfive@149 67 end
yellowfive@149 68 end
yellowfive@149 69
yellowfive@149 70 -- azerite that needs to be selected
yellowfive@124 71 if item1.azerite and not item2.azerite then
yellowfive@149 72 -- item2 is blank, so just need to choose all the right ones
yellowfive@149 73 aztSelects = #item1.azerite * 10
yellowfive@149 74 elseif item1.azerite then
yellowfive@149 75 -- count up azerite on item1 but not on item2, these would need to be selected
yellowfive@145 76 for i = 1, #item1.azerite do
yellowfive@145 77 local missing = true
yellowfive@124 78 for j = 1, #item2.azerite do
yellowfive@145 79 if item2.azerite[j] == item1.azerite[i] then
yellowfive@124 80 missing = false
yellowfive@124 81 end
yellowfive@124 82 end
yellowfive@124 83 if missing then
yellowfive@149 84 aztSelects = aztSelects + 10
yellowfive@124 85 end
yellowfive@124 86 end
yellowfive@149 87 end
yellowfive@124 88 end
yellowfive@57 89
yellowfive@57 90 -- different gems
yellowfive@57 91 local gemDiffs = 0
yellowfive@57 92 for i = 1, 3 do
yellowfive@57 93 if item1.gemIds[i] ~= item2.gemIds[i] then
yellowfive@57 94 gemDiffs = gemDiffs + 1
yellowfive@57 95 end
yellowfive@57 96 end
yellowfive@57 97
yellowfive@57 98 -- different enchants
yellowfive@57 99 local enchantDiff = 0
yellowfive@57 100 if item1.enchantId ~= item2.enchantId then
yellowfive@57 101 enchantDiff = 1
yellowfive@57 102 end
yellowfive@57 103
yellowfive@149 104 return aztReforges + aztSelects + gemDiffs + enchantDiff
yellowfive@57 105 end
yellowfive@57 106
yellowfive@57 107 -- given a table of items (keyed or indexed doesn't matter) find closest match to item, or nil if none are a match
yellowfive@124 108 local function findMatchingItemFromTable(item, list, bestItem, bestDiff, bestLoc, usedItems, tableType)
yellowfive@57 109 if not list then return nil end
yellowfive@57 110
yellowfive@73 111 local found = false
yellowfive@129 112 for k,listItem in pairs(list) do
yellowfive@57 113 if listItem then
yellowfive@57 114 local diff = countItemDifferences(item, listItem)
yellowfive@57 115 if diff < bestDiff then
yellowfive@57 116 -- each physical item can only be used once, the usedItems table has items we can't use in this search
yellowfive@57 117 local key = string.format("%s_%s", tableType, k)
yellowfive@57 118 if not usedItems[key] then
yellowfive@57 119 bestItem = listItem
yellowfive@57 120 bestDiff = diff
yellowfive@124 121 bestLoc = key
yellowfive@73 122 found = true
yellowfive@57 123 end
yellowfive@57 124 end
yellowfive@73 125 if found then break end
yellowfive@57 126 end
yellowfive@57 127 end
yellowfive@57 128
yellowfive@124 129 return bestItem, bestDiff, bestLoc
yellowfive@57 130 end
yellowfive@57 131
yellowfive@124 132 -- search the player's equipped gear, bag, and bank for an item that best matches the specified item
yellowfive@57 133 function Amr:FindMatchingItem(item, player, usedItems)
yellowfive@57 134 if not item then return nil end
yellowfive@57 135
yellowfive@57 136 local equipped = player.Equipped and player.Equipped[player.ActiveSpec] or nil
yellowfive@124 137 local bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, equipped, nil, 10000, nil, usedItems, "equip")
yellowfive@124 138 bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, player.BagItems, bestItem, bestDiff, bestLoc, usedItems, "bag")
yellowfive@124 139 if player.BankItems then
yellowfive@129 140 bestItem, bestDiff, bestLoc = findMatchingItemFromTable(item, player.BankItems, bestItem, bestDiff, bestLoc, usedItems, "bank")
yellowfive@124 141 end
yellowfive@57 142
yellowfive@149 143 if bestDiff >= 100000 then
yellowfive@149 144 return nil, 100000
yellowfive@57 145 else
yellowfive@57 146 usedItems[bestLoc] = true
yellowfive@124 147 return bestItem, bestDiff
yellowfive@57 148 end
yellowfive@57 149 end
yellowfive@57 150
yellowfive@57 151 local function renderEmptyGear(container)
yellowfive@57 152
yellowfive@57 153 local panelBlank = AceGUI:Create("AmrUiPanel")
yellowfive@57 154 panelBlank:SetLayout("None")
yellowfive@57 155 panelBlank:SetBackgroundColor(Amr.Colors.Black, 0.4)
yellowfive@124 156 container:AddChild(panelBlank)
yellowfive@57 157 panelBlank:SetPoint("TOPLEFT", container.content, "TOPLEFT", 6, 0)
yellowfive@57 158 panelBlank:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 159
yellowfive@57 160 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 161 panelBlank:AddChild(lbl)
yellowfive@57 162 lbl:SetText(L.GearBlank)
yellowfive@57 163 lbl:SetWidth(700)
yellowfive@57 164 lbl:SetJustifyH("MIDDLE")
yellowfive@57 165 lbl:SetFont(Amr.CreateFont("Italic", 16, Amr.Colors.TextTan))
yellowfive@57 166 lbl:SetPoint("BOTTOM", panelBlank.content, "CENTER", 0, 20)
yellowfive@57 167
yellowfive@57 168 local lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 169 panelBlank:AddChild(lbl2)
yellowfive@57 170 lbl2:SetText(L.GearBlank2)
yellowfive@57 171 lbl2:SetWidth(700)
yellowfive@57 172 lbl2:SetJustifyH("MIDDLE")
yellowfive@57 173 lbl2:SetFont(Amr.CreateFont("Italic", 16, Amr.Colors.TextTan))
yellowfive@57 174 lbl2:SetPoint("TOP", lbl.frame, "CENTER", 0, -20)
yellowfive@124 175 end
yellowfive@124 176
yellowfive@124 177 -- helper to create a widget for showing a socket or azerite power
yellowfive@124 178 local function createSocketWidget(panelMods, prevWidget, prevIsSocket, isEquipped)
yellowfive@124 179
yellowfive@124 180 -- highlight for socket that doesn't match
yellowfive@124 181 local socketBorder = AceGUI:Create("AmrUiPanel")
yellowfive@124 182 panelMods:AddChild(socketBorder)
yellowfive@124 183 if not prevIsSocket then
yellowfive@124 184 socketBorder:SetPoint("LEFT", prevWidget.frame, "RIGHT", 30, 0)
yellowfive@124 185 else
yellowfive@124 186 socketBorder:SetPoint("LEFT", prevWidget.frame, "RIGHT", 2, 0)
yellowfive@124 187 end
yellowfive@124 188 socketBorder:SetLayout("None")
yellowfive@124 189 socketBorder:SetBackgroundColor(Amr.Colors.Black, isEquipped and 0 or 1)
yellowfive@124 190 socketBorder:SetWidth(26)
yellowfive@124 191 socketBorder:SetHeight(26)
yellowfive@124 192 if isEquipped then
yellowfive@124 193 socketBorder:SetAlpha(0.3)
yellowfive@124 194 end
yellowfive@124 195
yellowfive@124 196 local socketBg = AceGUI:Create("AmrUiIcon")
yellowfive@124 197 socketBorder:AddChild(socketBg)
yellowfive@124 198 socketBg:SetPoint("TOPLEFT", socketBorder.content, "TOPLEFT", 1, -1)
yellowfive@124 199 socketBg:SetLayout("None")
yellowfive@124 200 socketBg:SetBorderWidth(2)
yellowfive@124 201 socketBg:SetIconBorderColor(Amr.Colors.Green, isEquipped and 0 or 1)
yellowfive@124 202 socketBg:SetWidth(24)
yellowfive@124 203 socketBg:SetHeight(24)
yellowfive@124 204
yellowfive@124 205 local socketIcon = AceGUI:Create("AmrUiIcon")
yellowfive@124 206 socketBg:AddChild(socketIcon)
yellowfive@124 207 socketIcon:SetPoint("CENTER", socketBg.content, "CENTER")
yellowfive@124 208 socketIcon:SetBorderWidth(1)
yellowfive@124 209 socketIcon:SetIconBorderColor(Amr.Colors.White)
yellowfive@124 210 socketIcon:SetWidth(18)
yellowfive@124 211 socketIcon:SetHeight(18)
yellowfive@124 212
yellowfive@124 213 return socketBorder, socketIcon
yellowfive@57 214 end
yellowfive@57 215
yellowfive@139 216 local function renderGear(setupId, container)
yellowfive@139 217
yellowfive@139 218 -- release all children that were previously rendered, we gonna redo it now
yellowfive@139 219 container:ReleaseChildren()
yellowfive@57 220
yellowfive@57 221 local player = Amr:ExportCharacter()
yellowfive@139 222
yellowfive@139 223 local gear
yellowfive@139 224 local spec
yellowfive@139 225 local setupIndex
yellowfive@139 226 for i, setup in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 227 if setup.Id == setupId then
yellowfive@139 228 setupIndex = i
yellowfive@139 229 gear = setup.Gear
yellowfive@139 230 spec = setup.SpecSlot
yellowfive@139 231 break
yellowfive@139 232 end
yellowfive@139 233 end
yellowfive@139 234
yellowfive@57 235 local equipped = player.Equipped[player.ActiveSpec]
yellowfive@57 236
yellowfive@57 237 if not gear then
yellowfive@57 238 -- no gear has been imported for this spec so show a message
yellowfive@57 239 renderEmptyGear(container)
yellowfive@57 240 else
yellowfive@57 241 local panelGear = AceGUI:Create("AmrUiPanel")
yellowfive@57 242 panelGear:SetLayout("None")
yellowfive@57 243 panelGear:SetBackgroundColor(Amr.Colors.Black, 0.3)
yellowfive@124 244 container:AddChild(panelGear)
yellowfive@57 245 panelGear:SetPoint("TOPLEFT", container.content, "TOPLEFT", 6, 0)
yellowfive@57 246 panelGear:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT", -300, 0)
yellowfive@57 247
yellowfive@57 248 local panelMods = AceGUI:Create("AmrUiPanel")
yellowfive@57 249 panelMods:SetLayout("None")
yellowfive@124 250 panelMods:SetBackgroundColor(Amr.Colors.Black, 0.3)
yellowfive@124 251 container:AddChild(panelMods)
yellowfive@57 252 panelMods:SetPoint("TOPLEFT", panelGear.frame, "TOPRIGHT", 15, 0)
yellowfive@57 253 panelMods:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 254
yellowfive@57 255 -- spec icon
yellowfive@57 256 local icon = AceGUI:Create("AmrUiIcon")
yellowfive@57 257 icon:SetIconBorderColor(Amr.Colors.Classes[player.Class])
yellowfive@57 258 icon:SetWidth(48)
yellowfive@57 259 icon:SetHeight(48)
yellowfive@57 260
yellowfive@57 261 local iconSpec
yellowfive@81 262 if player.SubSpecs and player.SubSpecs[spec] then
yellowfive@57 263 iconSpec = player.SubSpecs[spec]
yellowfive@57 264 else
yellowfive@57 265 iconSpec = player.Specs[spec]
yellowfive@57 266 end
yellowfive@57 267
yellowfive@57 268 icon:SetIcon("Interface\\Icons\\" .. Amr.SpecIcons[iconSpec])
yellowfive@124 269 panelGear:AddChild(icon)
yellowfive@57 270 icon:SetPoint("TOPLEFT", panelGear.content, "TOPLEFT", 10, -10)
yellowfive@57 271
yellowfive@57 272 local btnEquip = AceGUI:Create("AmrUiButton")
yellowfive@81 273 btnEquip:SetText(L.GearButtonEquip(L.SpecsShort[player.Specs[spec]]))
yellowfive@57 274 btnEquip:SetBackgroundColor(Amr.Colors.Green)
yellowfive@57 275 btnEquip:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 276 btnEquip:SetWidth(300)
yellowfive@57 277 btnEquip:SetHeight(26)
yellowfive@57 278 btnEquip:SetCallback("OnClick", function(widget)
yellowfive@139 279 Amr:EquipGearSet(setupIndex)
yellowfive@57 280 end)
yellowfive@57 281 panelGear:AddChild(btnEquip)
yellowfive@124 282 btnEquip:SetPoint("LEFT", icon.frame, "RIGHT", 40, 0)
yellowfive@124 283 btnEquip:SetPoint("RIGHT", panelGear.content, "RIGHT", -40, 0)
yellowfive@57 284
yellowfive@57 285 -- each physical item can only be used once, this tracks ones we have already used
yellowfive@57 286 local usedItems = {}
yellowfive@57 287
yellowfive@57 288 -- gear list
yellowfive@57 289 local prevElem = icon
yellowfive@57 290 for slotNum = 1, #Amr.SlotIds do
yellowfive@57 291 local slotId = Amr.SlotIds[slotNum]
yellowfive@57 292
yellowfive@124 293 local equippedItem = equipped and equipped[slotId] or nil
yellowfive@133 294 --local equippedItemLink = equipped and equipped.link or nil
yellowfive@57 295 local optimalItem = gear[slotId]
yellowfive@57 296 local optimalItemLink = Amr.CreateItemLink(optimalItem)
yellowfive@57 297
yellowfive@57 298 -- 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@57 299 local isEquipped = false
yellowfive@135 300 if equippedItem and optimalItem and Amr.GetItemUniqueId(equippedItem, false, true) == Amr.GetItemUniqueId(optimalItem, false, true) then
yellowfive@145 301
yellowfive@145 302 if slotId == 1 or slotId == 3 or slotId == 5 then
yellowfive@145 303 -- show the item as not equipped if azerite doesn't match... might mean they have to switch to another version of same item
yellowfive@149 304 local aztDiff = countItemDifferences(optimalItem, equippedItem)
yellowfive@145 305 if aztDiff == 0 then
yellowfive@145 306 isEquipped = true
yellowfive@145 307 end
yellowfive@145 308 else
yellowfive@145 309 isEquipped = true
yellowfive@145 310 end
yellowfive@57 311 end
yellowfive@124 312
yellowfive@124 313 local isAzerite = optimalItem and C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItemByID(optimalItem.id)
yellowfive@57 314
yellowfive@57 315 -- find the item in the player's inventory that best matches what the optimization wants to use
yellowfive@124 316 local matchItem = Amr:FindMatchingItem(optimalItem, player, usedItems)
yellowfive@57 317
yellowfive@57 318 -- slot label
yellowfive@57 319 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 320 panelGear:AddChild(lbl)
yellowfive@124 321 lbl:SetPoint("TOPLEFT", prevElem.frame, "BOTTOMLEFT", 0, -12)
yellowfive@57 322 lbl:SetText(Amr.SlotDisplayText[slotId])
yellowfive@57 323 lbl:SetWidth(85)
yellowfive@57 324 lbl:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 325 prevElem = lbl
yellowfive@57 326
yellowfive@57 327 -- ilvl label
yellowfive@57 328 local lblIlvl = AceGUI:Create("AmrUiLabel")
yellowfive@124 329 panelGear:AddChild(lblIlvl)
yellowfive@124 330 lblIlvl:SetPoint("TOPLEFT", lbl.frame, "TOPRIGHT", 0, 0)
yellowfive@57 331 lblIlvl:SetWidth(45)
yellowfive@57 332 lblIlvl:SetFont(Amr.CreateFont("Italic", 14, Amr.Colors.TextTan))
yellowfive@57 333
yellowfive@57 334 -- equipped label
yellowfive@57 335 local lblEquipped = AceGUI:Create("AmrUiLabel")
yellowfive@124 336 panelGear:AddChild(lblEquipped)
yellowfive@124 337 lblEquipped:SetPoint("TOPLEFT", lblIlvl.frame, "TOPRIGHT", 0, 0)
yellowfive@57 338 lblEquipped:SetWidth(20)
yellowfive@57 339 lblEquipped:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@57 340 lblEquipped:SetText(isEquipped and "E" or "")
yellowfive@57 341
yellowfive@57 342 -- item name/link label
yellowfive@57 343 local lblItem = AceGUI:Create("AmrUiLabel")
yellowfive@124 344 panelGear:AddChild(lblItem)
yellowfive@124 345 lblItem:SetPoint("TOPLEFT", lblEquipped.frame, "TOPRIGHT", 0, 0)
yellowfive@57 346 lblItem:SetWordWrap(false)
yellowfive@57 347 lblItem:SetWidth(345)
yellowfive@57 348 lblItem:SetFont(Amr.CreateFont(isEquipped and "Regular" or "Bold", isEquipped and 14 or 15, Amr.Colors.White))
yellowfive@57 349
yellowfive@133 350 -- fill the name/ilvl labels, which may require asynchronous loading of item information
yellowfive@57 351 if optimalItemLink then
yellowfive@133 352 local gameItem = Item:CreateFromItemLink(optimalItemLink)
yellowfive@133 353 if gameItem then
yellowfive@133 354 local q = gameItem:GetItemQuality()
yellowfive@133 355 if q == 6 then
yellowfive@133 356 -- for artifacts, we consider it equipped if the item id alone matches
yellowfive@133 357 if equippedItem and equippedItem.id == optimalItem.id then
yellowfive@133 358 isEquipped = true
yellowfive@133 359 end
yellowfive@133 360 lblEquipped:SetText(isEquipped and "E" or "")
yellowfive@133 361 end
yellowfive@124 362
yellowfive@137 363 lblItem:SetFont(Amr.CreateFont(isEquipped and "Regular" or "Bold", isEquipped and 14 or 15, Amr.Colors.Qualities[q] or Amr.Colors.White))
yellowfive@133 364 lblItem:SetText(gameItem:GetItemName())
yellowfive@133 365 lblIlvl:SetText(gameItem:GetCurrentItemLevel())
yellowfive@133 366 Amr:SetItemTooltip(lblItem, gameItem:GetItemLink(), "ANCHOR_TOPRIGHT")
yellowfive@133 367 end
yellowfive@57 368 end
yellowfive@57 369
yellowfive@57 370 -- modifications
yellowfive@57 371 if optimalItem then
yellowfive@57 372
yellowfive@124 373 -- gems or azerite powers
yellowfive@124 374 local prevSocket = nil
yellowfive@124 375
yellowfive@124 376 if isAzerite then
yellowfive@124 377 local azt = optimalItem.azerite or {}
yellowfive@124 378 for i,spellId in ipairs(azt) do
yellowfive@124 379 if spellId and spellId ~= 0 then
yellowfive@135 380 local equippedAzt = matchItem and matchItem.azerite or {}
yellowfive@124 381 local isPowerActive = Amr.Contains(equippedAzt, spellId)
yellowfive@124 382
yellowfive@124 383 local socketBorder, socketIcon = createSocketWidget(panelMods, prevSocket or lblItem, prevSocket, isPowerActive)
yellowfive@124 384
yellowfive@124 385 -- set icon and tooltip
yellowfive@133 386 local _, _, spellIcon = GetSpellInfo(spellId)
yellowfive@124 387 socketIcon:SetIcon(spellIcon)
yellowfive@124 388 Amr:SetSpellTooltip(socketIcon, spellId, "ANCHOR_TOPRIGHT")
yellowfive@124 389
yellowfive@124 390 prevSocket = socketBorder
yellowfive@124 391 end
yellowfive@124 392 end
yellowfive@124 393 else
yellowfive@124 394 for i = 1, #optimalItem.gemIds do
yellowfive@124 395 -- we rely on the fact that the gear sets coming back from the site will almost always have all sockets filled,
yellowfive@124 396 -- because it's a pain to get the actual number of sockets on an item from within the game
yellowfive@57 397 local g = optimalItem.gemIds[i]
yellowfive@124 398 if g == 0 then break end
yellowfive@124 399
yellowfive@124 400 local isGemEquipped = matchItem and matchItem.gemIds and matchItem.gemIds[i] == g
yellowfive@57 401
yellowfive@124 402 local socketBorder, socketIcon = createSocketWidget(panelMods, prevSocket or lblItem, prevSocket, isGemEquipped)
yellowfive@57 403
yellowfive@57 404 -- get icon for optimized gem
yellowfive@133 405 local gameItem = Item:CreateFromItemID(g)
yellowfive@133 406 if gameItem then
yellowfive@133 407 socketIcon:SetIcon(gameItem:GetItemIcon())
yellowfive@133 408 Amr:SetItemTooltip(socketIcon, gameItem:GetItemLink(), "ANCHOR_TOPRIGHT")
yellowfive@133 409 end
yellowfive@89 410
yellowfive@89 411 prevSocket = socketBorder
yellowfive@57 412 end
yellowfive@57 413 end
yellowfive@124 414
yellowfive@57 415 -- enchant
yellowfive@57 416 if optimalItem.enchantId and optimalItem.enchantId ~= 0 then
yellowfive@57 417 local isEnchantEquipped = matchItem and matchItem.enchantId and matchItem.enchantId == optimalItem.enchantId
yellowfive@135 418
yellowfive@57 419 local lblEnchant = AceGUI:Create("AmrUiLabel")
yellowfive@124 420 panelMods:AddChild(lblEnchant)
yellowfive@124 421 lblEnchant:SetPoint("TOPLEFT", lblItem.frame, "TOPRIGHT", 130, 0)
yellowfive@57 422 lblEnchant:SetWordWrap(false)
yellowfive@57 423 lblEnchant:SetWidth(170)
yellowfive@57 424 lblEnchant:SetFont(Amr.CreateFont(isEnchantEquipped and "Regular" or "Bold", 14, isEnchantEquipped and Amr.Colors.TextGray or Amr.Colors.White))
yellowfive@57 425
yellowfive@124 426 local enchInfo = Amr.db.char.ExtraEnchantData[optimalItem.enchantId]
yellowfive@57 427 if enchInfo then
yellowfive@57 428 lblEnchant:SetText(enchInfo.text)
yellowfive@57 429
yellowfive@133 430 local gameItem = Item:CreateFromItemID(enchInfo.itemId)
yellowfive@133 431 if gameItem then
yellowfive@133 432 Amr:SetItemTooltip(lblEnchant, gameItem:GetItemLink(), "ANCHOR_TOPRIGHT")
yellowfive@133 433 end
yellowfive@57 434 end
yellowfive@124 435
yellowfive@57 436 end
yellowfive@57 437 end
yellowfive@57 438
yellowfive@57 439 prevElem = lbl
yellowfive@57 440 end
yellowfive@57 441 end
yellowfive@57 442 end
yellowfive@57 443
yellowfive@139 444 local function onSetupChange(widget, eventName, value)
yellowfive@139 445 _activeSetupId = value
yellowfive@139 446 renderGear(_activeSetupId, _panelGear)
yellowfive@57 447 end
yellowfive@57 448
yellowfive@57 449 local function onImportClick(widget)
yellowfive@57 450 Amr:ShowImportWindow()
yellowfive@57 451 end
yellowfive@57 452
yellowfive@139 453 function Amr:PickFirstSetupForSpec()
yellowfive@139 454 local specSlot = GetSpecialization()
yellowfive@139 455 for i, setup in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 456 if setup.SpecSlot == specSlot then
yellowfive@139 457 _activeSetupId = setup.Id
yellowfive@139 458 break
yellowfive@139 459 end
yellowfive@139 460 end
yellowfive@139 461 end
yellowfive@139 462
yellowfive@139 463 function Amr:GetActiveSetupId()
yellowfive@139 464 return _activeSetupId
yellowfive@139 465 end
yellowfive@139 466
yellowfive@139 467 function Amr:SetActiveSetupId(setupId)
yellowfive@139 468 _activeSetupId = setupId
yellowfive@139 469 end
yellowfive@139 470
yellowfive@139 471 function Amr:GetActiveSetupLabel()
yellowfive@139 472 if not _activeSetupId then
yellowfive@139 473 return nil
yellowfive@139 474 end
yellowfive@139 475 local setup = getSetupById(_activeSetupId)
yellowfive@139 476 if not setup then
yellowfive@139 477 return nil
yellowfive@139 478 else
yellowfive@139 479 return setup.Label
yellowfive@139 480 end
yellowfive@139 481 end
yellowfive@139 482
yellowfive@57 483 -- renders the main UI for the Gear tab
yellowfive@57 484 function Amr:RenderTabGear(container)
yellowfive@57 485
yellowfive@57 486 local btnImport = AceGUI:Create("AmrUiButton")
yellowfive@57 487 btnImport:SetText(L.GearButtonImportText)
yellowfive@57 488 btnImport:SetBackgroundColor(Amr.Colors.Orange)
yellowfive@57 489 btnImport:SetFont(Amr.CreateFont("Bold", 16, Amr.Colors.White))
yellowfive@57 490 btnImport:SetWidth(120)
yellowfive@57 491 btnImport:SetHeight(26)
yellowfive@57 492 btnImport:SetCallback("OnClick", onImportClick)
yellowfive@57 493 container:AddChild(btnImport)
yellowfive@124 494 btnImport:SetPoint("TOPLEFT", container.content, "TOPLEFT", 0, -81)
yellowfive@57 495
yellowfive@57 496 local lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 497 container:AddChild(lbl)
yellowfive@57 498 lbl:SetText(L.GearImportNote)
yellowfive@57 499 lbl:SetWidth(100)
yellowfive@57 500 lbl:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.TextTan))
yellowfive@57 501 lbl:SetJustifyH("MIDDLE")
yellowfive@57 502 lbl:SetPoint("TOP", btnImport.frame, "BOTTOM", 0, -5)
yellowfive@57 503
yellowfive@57 504 local lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 505 container:AddChild(lbl2)
yellowfive@57 506 lbl2:SetText(L.GearTipTitle)
yellowfive@57 507 lbl2:SetWidth(140)
yellowfive@57 508 lbl2:SetFont(Amr.CreateFont("Italic", 20, Amr.Colors.Text))
yellowfive@57 509 lbl2:SetJustifyH("MIDDLE")
yellowfive@57 510 lbl2:SetPoint("TOP", lbl.frame, "BOTTOM", 0, -50)
yellowfive@57 511
yellowfive@57 512 lbl = AceGUI:Create("AmrUiLabel")
yellowfive@124 513 container:AddChild(lbl)
yellowfive@57 514 lbl:SetText(L.GearTipText)
yellowfive@57 515 lbl:SetWidth(140)
yellowfive@57 516 lbl:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.Text))
yellowfive@57 517 lbl:SetJustifyH("MIDDLE")
yellowfive@57 518 lbl:SetPoint("TOP", lbl2.frame, "BOTTOM", 0, -5)
yellowfive@57 519
yellowfive@57 520 lbl2 = AceGUI:Create("AmrUiLabel")
yellowfive@124 521 container:AddChild(lbl2)
yellowfive@57 522 lbl2:SetText(L.GearTipCommands)
yellowfive@57 523 lbl2:SetWidth(130)
yellowfive@57 524 lbl2:SetFont(Amr.CreateFont("Italic", 12, Amr.Colors.Text))
yellowfive@57 525 lbl2:SetPoint("TOP", lbl.frame, "BOTTOM", 10, -5)
yellowfive@57 526
yellowfive@139 527 _cboSetups = AceGUI:Create("AmrUiDropDown")
yellowfive@139 528 _cboSetups:SetWidth(300)
yellowfive@139 529 container:AddChild(_cboSetups)
yellowfive@139 530 _cboSetups:SetPoint("TOPLEFT", container.content, "TOPLEFT", 150, -27.5)
yellowfive@81 531
yellowfive@139 532 _panelGear = AceGUI:Create("AmrUiPanel")
yellowfive@139 533 _panelGear:SetLayout("None")
yellowfive@139 534 _panelGear:SetBackgroundColor(Amr.Colors.Bg)
yellowfive@139 535 container:AddChild(_panelGear)
yellowfive@139 536 _panelGear:SetPoint("TOPLEFT", container.content, "TOPLEFT", 144, -58)
yellowfive@139 537 _panelGear:SetPoint("BOTTOMRIGHT", container.content, "BOTTOMRIGHT")
yellowfive@57 538
yellowfive@61 539 local btnShop = AceGUI:Create("AmrUiButton")
yellowfive@61 540 btnShop:SetText(L.GearButtonShop)
yellowfive@61 541 btnShop:SetBackgroundColor(Amr.Colors.Blue)
yellowfive@61 542 btnShop:SetFont(Amr.CreateFont("Regular", 14, Amr.Colors.White))
yellowfive@61 543 btnShop:SetWidth(245)
yellowfive@61 544 btnShop:SetHeight(26)
yellowfive@61 545 btnShop:SetCallback("OnClick", function(widget) Amr:ShowShopWindow() end)
yellowfive@61 546 container:AddChild(btnShop)
yellowfive@124 547 btnShop:SetPoint("TOPRIGHT", container.content, "TOPRIGHT", -20, -25)
yellowfive@139 548
yellowfive@139 549 -- pick a default tab based on player's current spec if none is already specified
yellowfive@139 550 if not _activeSetupId then
yellowfive@139 551 Amr:PickFirstSetupForSpec()
yellowfive@57 552 end
yellowfive@139 553
yellowfive@139 554 Amr:RefreshGearDisplay()
yellowfive@139 555
yellowfive@139 556 -- set event on dropdown after UI has been initially rendered
yellowfive@139 557 _cboSetups:SetCallback("OnChange", onSetupChange)
yellowfive@57 558 end
yellowfive@57 559
yellowfive@57 560 function Amr:ReleaseTabGear()
yellowfive@139 561 _cboSetups = nil
yellowfive@139 562 _panelGear = nil
yellowfive@57 563 end
yellowfive@57 564
yellowfive@57 565 -- refresh display of the current gear tab
yellowfive@139 566 function Amr:RefreshGearDisplay()
yellowfive@139 567
yellowfive@139 568 if not _panelGear then
yellowfive@139 569 return
yellowfive@139 570 end
yellowfive@139 571
yellowfive@139 572 -- fill the gear setup picker
yellowfive@139 573 local setupList = {}
yellowfive@139 574 for i, setup in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 575 table.insert(setupList, { text = setup.Label, value = setup.Id })
yellowfive@139 576 end
yellowfive@139 577 _cboSetups:SetItems(setupList)
yellowfive@139 578
yellowfive@139 579 -- set selected value
yellowfive@139 580 local prev = _activeSetupId
yellowfive@139 581 _cboSetups:SelectItem(_activeSetupId)
yellowfive@139 582
yellowfive@139 583 if prev == _activeSetupId then
yellowfive@139 584 -- selecting will trigger the change event if it changed; if it didn't change, do a render now
yellowfive@139 585 renderGear(_activeSetupId, _panelGear)
yellowfive@139 586 end
yellowfive@57 587 end
yellowfive@57 588
yellowfive@57 589
yellowfive@57 590 ------------------------------------------------------------------------------------------------
yellowfive@57 591 -- Gear Set Management
yellowfive@57 592 ------------------------------------------------------------------------------------------------
yellowfive@57 593 local _waitingForSpec = 0
yellowfive@124 594 local _pendingGearOps = nil
yellowfive@124 595 local _currentGearOp = nil
yellowfive@124 596 local _itemLockAction = nil
yellowfive@124 597 local _gearOpPasses = 0
yellowfive@124 598 local _gearOpWaiting = nil
yellowfive@57 599
yellowfive@124 600 local beginEquipGearSet, processCurrentGearOp, nextGearOp
yellowfive@89 601
yellowfive@57 602 -- find the first empty slot in the player's backpack+bags
yellowfive@57 603 local function findFirstEmptyBagSlot()
yellowfive@57 604
yellowfive@57 605 local bagIds = {}
yellowfive@57 606 table.insert(bagIds, BACKPACK_CONTAINER)
yellowfive@57 607 for bagId = 1, NUM_BAG_SLOTS do
yellowfive@57 608 table.insert(bagIds, bagId)
yellowfive@57 609 end
yellowfive@57 610
yellowfive@57 611 for i, bagId in ipairs(bagIds) do
yellowfive@57 612 local numSlots = GetContainerNumSlots(bagId)
yellowfive@57 613 for slotId = 1, numSlots do
yellowfive@57 614 local _, _, _, _, _, _, itemLink = GetContainerItemInfo(bagId, slotId)
yellowfive@57 615 if not itemLink then
yellowfive@57 616 return bagId, slotId
yellowfive@57 617 end
yellowfive@57 618 end
yellowfive@57 619 end
yellowfive@57 620
yellowfive@57 621 return nil, nil
yellowfive@57 622 end
yellowfive@57 623
yellowfive@124 624 -- scan a bag for the best matching item
yellowfive@124 625 local function scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@124 626 local numSlots = GetContainerNumSlots(bagId)
yellowfive@149 627 local loc = ItemLocation.CreateEmpty()
yellowfive@124 628 for slotId = 1, numSlots do
yellowfive@124 629 local _, _, _, _, _, _, itemLink = GetContainerItemInfo(bagId, slotId)
yellowfive@124 630 -- we skip any stackable item, as far as we know, there is no equippable gear that can be stacked
yellowfive@124 631 if itemLink then
yellowfive@124 632 local bagItem = Amr.ParseItemLink(itemLink)
yellowfive@124 633 if bagItem ~= nil then
yellowfive@149 634 -- see if this is an azerite item and read azerite power ids
yellowfive@149 635 loc:SetBagAndSlot(bagId, slotId)
yellowfive@149 636 if C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItem(loc) then
yellowfive@149 637 local powers = Amr.ReadAzeritePowers(loc)
yellowfive@149 638 if powers then
yellowfive@149 639 bagItem.azerite = powers
yellowfive@149 640 end
yellowfive@149 641 end
yellowfive@149 642
yellowfive@124 643 local diff = countItemDifferences(item, bagItem)
yellowfive@124 644 if diff < bestDiff then
yellowfive@124 645 bestItem = { bag = bagId, slot = slotId }
yellowfive@124 646 bestDiff = diff
yellowfive@124 647 bestLink = itemLink
yellowfive@124 648 end
yellowfive@124 649 end
yellowfive@124 650 end
yellowfive@57 651 end
yellowfive@124 652 return bestItem, bestDiff, bestLink
yellowfive@57 653 end
yellowfive@57 654
yellowfive@124 655 -- 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@124 656 local function findCurrentGearOpItem()
yellowfive@124 657
yellowfive@124 658 local item = _currentGearOp.items[_currentGearOp.nextSlot]
yellowfive@124 659
yellowfive@57 660 local bestItem = nil
yellowfive@57 661 local bestLink = nil
yellowfive@124 662 local bestDiff = 10000
yellowfive@57 663
yellowfive@73 664 -- inventory
yellowfive@73 665 bestItem, bestDiff, bestLink = scanBagForItem(item, BACKPACK_CONTAINER, bestItem, bestDiff, bestLink)
yellowfive@73 666 for bagId = 1, NUM_BAG_SLOTS do
yellowfive@73 667 bestItem, bestDiff, bestLink = scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@73 668 end
yellowfive@73 669
yellowfive@129 670 -- with new approach, the item to use should never be equipped, should be in bags at this point
yellowfive@129 671 --[[
yellowfive@61 672 -- 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@57 673 for slotNum = 1, #Amr.SlotIds do
yellowfive@57 674 local slotId = Amr.SlotIds[slotNum]
yellowfive@124 675 if _currentGearOp.slotsRemaining[slotId] then
yellowfive@61 676 local itemLink = GetInventoryItemLink("player", slotId)
yellowfive@61 677 if itemLink then
yellowfive@61 678 local invItem = Amr.ParseItemLink(itemLink)
yellowfive@124 679 if invItem then
yellowfive@61 680 local diff = countItemDifferences(item, invItem)
yellowfive@61 681 if diff < bestDiff then
yellowfive@61 682 bestItem = { slot = slotId }
yellowfive@61 683 bestDiff = diff
yellowfive@61 684 bestLink = itemLink
yellowfive@61 685 end
yellowfive@57 686 end
yellowfive@57 687 end
yellowfive@57 688 end
yellowfive@57 689 end
yellowfive@129 690 ]]
yellowfive@129 691
yellowfive@57 692 -- bank
yellowfive@124 693 if bestDiff > 0 then
yellowfive@124 694 bestItem, bestDiff, bestLink = scanBagForItem(item, BANK_CONTAINER, bestItem, bestDiff, bestLink)
yellowfive@124 695 for bagId = NUM_BAG_SLOTS + 1, NUM_BAG_SLOTS + NUM_BANKBAGSLOTS do
yellowfive@124 696 bestItem, bestDiff, bestLink = scanBagForItem(item, bagId, bestItem, bestDiff, bestLink)
yellowfive@124 697 end
yellowfive@57 698 end
yellowfive@124 699
yellowfive@124 700 return bestItem, bestDiff, bestLink
yellowfive@124 701 end
yellowfive@124 702
yellowfive@143 703 local function createAmrEquipmentSet()
yellowfive@133 704
yellowfive@143 705 -- clear any currently ignored slots, ignore shirt and tabard
yellowfive@143 706 C_EquipmentSet.ClearIgnoredSlotsForSave()
yellowfive@133 707 C_EquipmentSet.IgnoreSlotForSave(INVSLOT_BODY) -- shirt
yellowfive@133 708 C_EquipmentSet.IgnoreSlotForSave(INVSLOT_TABARD)
yellowfive@133 709
yellowfive@133 710 -- for now use icon of the spec
yellowfive@133 711 local _, specName, _, setIcon = GetSpecializationInfo(GetSpecialization())
yellowfive@57 712
yellowfive@133 713 --[[
yellowfive@124 714 local item = Amr.ParseItemLink(GetInventoryItemLink("player", INVSLOT_MAINHAND))
yellowfive@124 715 if not item then
yellowfive@124 716 item = Amr.ParseItemLink(GetInventoryItemLink("player", INVSLOT_OFFHAND))
yellowfive@124 717 end
yellowfive@124 718 if item then
yellowfive@133 719 local itemObj = Item:CreateFromItemID(item.id)
yellowfive@133 720 if itemObj then
yellowfive@133 721 setIcon = itemObj:GetItemIcon()
yellowfive@133 722 end
yellowfive@133 723 end
yellowfive@133 724 ]]
yellowfive@133 725
yellowfive@139 726 local setup = getSetupById(_activeSetupId)
yellowfive@139 727 local setname = setup.Label -- "AMR " .. specName
yellowfive@133 728 local setid = C_EquipmentSet.GetEquipmentSetID(setname)
yellowfive@133 729 if setid then
yellowfive@145 730 local oldName, oldIcon = C_EquipmentSet.GetEquipmentSetInfo(setid)
yellowfive@145 731 setIcon = oldIcon
yellowfive@133 732 C_EquipmentSet.SaveEquipmentSet(setid, setIcon)
yellowfive@133 733 else
yellowfive@133 734 C_EquipmentSet.CreateEquipmentSet(setname, setIcon)
yellowfive@124 735 end
yellowfive@124 736 end
yellowfive@124 737
yellowfive@143 738 -- on completion, create an equipment manager set if desired
yellowfive@143 739 local function onEquipGearSetComplete()
yellowfive@143 740 if Amr.db.profile.options.disableEm then return end
yellowfive@143 741
yellowfive@143 742 -- create an equipment manager set
yellowfive@143 743 createAmrEquipmentSet()
yellowfive@143 744
yellowfive@143 745 -- need to call it twice because on first load the WoW equipment manager just doesn't work
yellowfive@143 746 Amr.Wait(1, function()
yellowfive@143 747 createAmrEquipmentSet()
yellowfive@143 748 end)
yellowfive@143 749 end
yellowfive@143 750
yellowfive@124 751 -- stop any currently in-progress gear swapping operation and clean up
yellowfive@124 752 local function disposeGearOp()
yellowfive@124 753 _pendingGearOps = nil
yellowfive@124 754 _currentGearOp = nil
yellowfive@124 755 _itemLockAction = nil
yellowfive@124 756 _gearOpPasses = 0
yellowfive@124 757 _gearOpWaiting = nil
yellowfive@124 758
yellowfive@124 759 -- make sure the gear tab is still in sync
yellowfive@139 760 Amr:RefreshGearDisplay()
yellowfive@124 761 end
yellowfive@124 762
yellowfive@124 763 -- initialize a gear op to start running it
yellowfive@139 764 local function initializeGearOp(op, setupId, pos)
yellowfive@124 765 op.pos = pos
yellowfive@139 766 op.setupId = setupId
yellowfive@124 767
yellowfive@124 768 -- fill the remaining slot list and set the starting slot
yellowfive@124 769 op.nextSlot = nil
yellowfive@124 770 op.slotsRemaining = {}
yellowfive@124 771 op.isWaiting = false
yellowfive@124 772 for slotId, item in pairs(op.items) do
yellowfive@124 773 op.slotsRemaining[slotId] = true
yellowfive@124 774 if not op.nextSlot then
yellowfive@124 775 op.nextSlot = slotId
yellowfive@124 776 end
yellowfive@124 777 end
yellowfive@124 778 end
yellowfive@124 779
yellowfive@124 780 function processCurrentGearOp()
yellowfive@124 781 if not _currentGearOp then return end
yellowfive@124 782
yellowfive@124 783 if _currentGearOp.remove then
yellowfive@124 784 -- remove the next item
yellowfive@124 785
yellowfive@124 786 -- check if the slot is already empty
yellowfive@124 787 local itemLink = GetInventoryItemLink("player", _currentGearOp.nextSlot)
yellowfive@124 788 if not itemLink then
yellowfive@124 789 nextGearOp()
yellowfive@124 790 return
yellowfive@124 791 end
yellowfive@124 792
yellowfive@57 793 -- find first empty bag slot
yellowfive@57 794 local invBag, invSlot = findFirstEmptyBagSlot()
yellowfive@57 795 if not invBag then
yellowfive@57 796 -- stop if bags are too full
yellowfive@57 797 Amr:Print(L.GearEquipErrorBagFull)
yellowfive@124 798 disposeGearOp()
yellowfive@57 799 return
yellowfive@57 800 end
yellowfive@57 801
yellowfive@124 802 PickupInventoryItem(_currentGearOp.nextSlot)
yellowfive@57 803 PickupContainerItem(invBag, invSlot)
yellowfive@57 804
yellowfive@124 805 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 806 _itemLockAction = {
yellowfive@57 807 bagId = invBag,
yellowfive@124 808 slotId = invSlot,
yellowfive@124 809 isRemove = true
yellowfive@57 810 }
yellowfive@124 811
yellowfive@124 812 ClearCursor()
yellowfive@124 813 -- wait for remove to complete
yellowfive@124 814 else
yellowfive@124 815 -- equip the next item
yellowfive@57 816
yellowfive@124 817 local bestItem, bestDiff, bestLink = findCurrentGearOpItem()
yellowfive@124 818
yellowfive@124 819 _itemLockAction = nil
yellowfive@57 820 ClearCursor()
yellowfive@124 821
yellowfive@124 822 if not bestItem then
yellowfive@124 823 -- stop if we can't find an item
yellowfive@124 824 Amr:Print(L.GearEquipErrorNotFound)
yellowfive@124 825 Amr:Print(L.GearEquipErrorNotFound2)
yellowfive@124 826 disposeGearOp()
yellowfive@124 827
yellowfive@124 828 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@124 829 -- find first empty bag slot
yellowfive@124 830 local invBag, invSlot = findFirstEmptyBagSlot()
yellowfive@124 831 if not invBag then
yellowfive@124 832 -- stop if bags are too full
yellowfive@124 833 Amr:Print(L.GearEquipErrorBagFull)
yellowfive@124 834 disposeGearOp()
yellowfive@124 835 return
yellowfive@124 836 end
yellowfive@124 837
yellowfive@124 838 -- move from bank to bag
yellowfive@124 839 PickupContainerItem(bestItem.bag, bestItem.slot)
yellowfive@124 840 PickupContainerItem(invBag, invSlot)
yellowfive@124 841
yellowfive@124 842 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 843 _itemLockAction = {
yellowfive@124 844 bagId = invBag,
yellowfive@124 845 slotId = invSlot,
yellowfive@124 846 isBank = true
yellowfive@124 847 }
yellowfive@124 848
yellowfive@124 849 ClearCursor()
yellowfive@124 850 -- now we need to wait for game event to continue and try this item again after it is in our bag and unlocked
yellowfive@124 851
yellowfive@124 852 elseif (bestItem.bag or bestItem.bag == 0) and not Amr:CanEquip(bestItem.bag, bestItem.slot) then
yellowfive@57 853 -- if an item is not soulbound, then warn the user and quit
yellowfive@57 854 Amr:Print(L.GearEquipErrorSoulbound(bestLink))
yellowfive@124 855 disposeGearOp()
yellowfive@124 856
yellowfive@57 857 else
yellowfive@124 858
yellowfive@129 859 --print("equipping " .. bestLink .. " in slot " .. _currentGearOp.nextSlot)
yellowfive@129 860
yellowfive@57 861 -- an item in the player's bags or already equipped, equip it
yellowfive@57 862 if bestItem.bag then
yellowfive@57 863 PickupContainerItem(bestItem.bag, bestItem.slot)
yellowfive@57 864 else
yellowfive@124 865 _gearOpWaiting.inventory[bestItem.slot] = true
yellowfive@57 866 PickupInventoryItem(bestItem.slot)
yellowfive@57 867 end
yellowfive@124 868 _gearOpWaiting.inventory[_currentGearOp.nextSlot] = true
yellowfive@124 869 PickupInventoryItem(_currentGearOp.nextSlot)
yellowfive@124 870
yellowfive@124 871 -- don't wait for now, do all equips at once
yellowfive@124 872 --[[
yellowfive@124 873 -- set an action to happen on ITEM_UNLOCKED, triggered by ClearCursor
yellowfive@124 874 _itemLockAction = {
yellowfive@124 875 bagId = bestItem.bag,
yellowfive@124 876 slotId = bestItem.slot,
yellowfive@124 877 invSlot = _currentGearOp.nextSlot,
yellowfive@124 878 isEquip = true
yellowfive@124 879 }
yellowfive@124 880 ]]
yellowfive@124 881
yellowfive@124 882 ClearCursor()
yellowfive@124 883 nextGearOp()
yellowfive@124 884 end
yellowfive@124 885
yellowfive@124 886 end
yellowfive@124 887 end
yellowfive@124 888
yellowfive@124 889 -- when a gear op completes successfully, this will advance to the next op or finish
yellowfive@124 890 function nextGearOp()
yellowfive@124 891 if not _currentGearOp then return end
yellowfive@124 892
yellowfive@139 893 local setupId = _currentGearOp.setupId
yellowfive@124 894 local pos = _currentGearOp.pos
yellowfive@124 895 local passes = _gearOpPasses
yellowfive@124 896
yellowfive@124 897 -- mark the slot as done and move to the next
yellowfive@124 898 if _currentGearOp.nextSlot then
yellowfive@124 899 _currentGearOp.slotsRemaining[_currentGearOp.nextSlot] = nil
yellowfive@124 900 _currentGearOp.nextSlot = nil
yellowfive@124 901 for slotId, item in pairs(_currentGearOp.items) do
yellowfive@124 902 if _currentGearOp.slotsRemaining[slotId] then
yellowfive@124 903 _currentGearOp.nextSlot = slotId
yellowfive@124 904 break
yellowfive@124 905 end
yellowfive@124 906 end
yellowfive@124 907 end
yellowfive@124 908
yellowfive@124 909 if not _currentGearOp.nextSlot then
yellowfive@124 910 -- see if anything is still in progress and we want to wait for it before continuing
yellowfive@124 911 local inProgress = not Amr.IsEmpty(_gearOpWaiting.inventory)
yellowfive@124 912
yellowfive@124 913 if (_currentGearOp.wait or _currentGearOp.remove) and inProgress then
yellowfive@124 914 -- this will cause the item unlock handler to call nextGearOp again when all in-progress swaps have unlocked related slots
yellowfive@124 915 _currentGearOp.isWaiting = true
yellowfive@124 916 else
yellowfive@124 917 _currentGearOp = _pendingGearOps[pos + 1]
yellowfive@124 918 if _currentGearOp then
yellowfive@124 919 -- we have another op, do it
yellowfive@139 920 initializeGearOp(_currentGearOp, setupId, pos + 1)
yellowfive@124 921 processCurrentGearOp()
yellowfive@124 922 else
yellowfive@124 923 -- we are done
yellowfive@124 924 disposeGearOp()
yellowfive@124 925
yellowfive@124 926 -- this will check if not all items were swapped, and either finish up, try again, or abort if have tried too many times
yellowfive@139 927 beginEquipGearSet(setupId, passes + 1)
yellowfive@124 928 end
yellowfive@124 929 end
yellowfive@124 930 else
yellowfive@124 931 -- do the next item
yellowfive@124 932 processCurrentGearOp()
yellowfive@124 933 end
yellowfive@124 934
yellowfive@124 935 end
yellowfive@124 936
yellowfive@124 937 local function handleItemUnlocked(bagId, slotId)
yellowfive@124 938
yellowfive@124 939 -- mark anything that is waiting as unlocked if it is no longer locked
yellowfive@124 940 if _currentGearOp and _gearOpWaiting then
yellowfive@124 941 for i,s in ipairs(Amr.SlotIds) do
yellowfive@124 942 if not IsInventoryItemLocked(s) then
yellowfive@124 943 _gearOpWaiting.inventory[s] = nil
yellowfive@124 944 end
yellowfive@124 945 end
yellowfive@124 946 end
yellowfive@124 947
yellowfive@124 948 if _itemLockAction then
yellowfive@124 949 if _itemLockAction.isRemove then
yellowfive@124 950 -- waiting for a specific remove op to finish before continuing
yellowfive@124 951 if bagId == _itemLockAction.bagId and slotId == _itemLockAction.slotId then
yellowfive@124 952 _itemLockAction = nil
yellowfive@124 953 nextGearOp()
yellowfive@124 954 end
yellowfive@124 955 elseif _itemLockAction.isBank then
yellowfive@124 956 -- waiting for an item to move from bank into inventory, then reprocess the current op
yellowfive@124 957 if bagId == _itemLockAction.bagId and slotId == _itemLockAction.slotId then
yellowfive@124 958 _itemLockAction = nil
yellowfive@124 959 processCurrentGearOp()
yellowfive@124 960 end
yellowfive@124 961
yellowfive@124 962 elseif _itemLockAction.isEquip then
yellowfive@124 963 -- this is not currently used... we do all equips at once usually, but could go back to this if it causes problems
yellowfive@124 964
yellowfive@124 965 -- waiting for a specific equip op to finish
yellowfive@61 966
yellowfive@124 967 -- inventory slot we're swapping to is still locked, can't continue yet
yellowfive@124 968 if IsInventoryItemLocked(_itemLockAction.invSlot) then return end
yellowfive@124 969
yellowfive@124 970 if _itemLockAction.bagId then
yellowfive@124 971 local _, _, locked = GetContainerItemInfo(_itemLockAction.bagId, _itemLockAction.slotId)
yellowfive@124 972 -- the bag slot we're swapping from is still locked, can't continue yet
yellowfive@124 973 if locked then return end
yellowfive@124 974 else
yellowfive@124 975 -- inventory slot we're swapping from is still locked, can't continue yet
yellowfive@124 976 if IsInventoryItemLocked(_itemLockAction.slotId) then return end
yellowfive@124 977 end
yellowfive@124 978
yellowfive@124 979 _itemLockAction = nil
yellowfive@124 980 nextGearOp()
yellowfive@124 981 else
yellowfive@124 982 -- unknown... shouldn't happen
yellowfive@124 983 _itemLockAction = nil
yellowfive@57 984 end
yellowfive@124 985 else
yellowfive@124 986
yellowfive@124 987 -- not waiting on a specific action, check if we are waiting for all locked slots to open up and they are done
yellowfive@124 988 if _currentGearOp and _gearOpWaiting and _currentGearOp.isWaiting and Amr.IsEmpty(_gearOpWaiting.inventory) then
yellowfive@124 989 nextGearOp()
yellowfive@124 990 end
yellowfive@57 991 end
yellowfive@57 992
yellowfive@57 993 end
yellowfive@57 994
yellowfive@124 995 local function shuffle(tbl)
yellowfive@124 996 local size = #tbl
yellowfive@124 997 for i = size, 1, -1 do
yellowfive@124 998 local rand = math.random(size)
yellowfive@124 999 tbl[i], tbl[rand] = tbl[rand], tbl[i]
yellowfive@89 1000 end
yellowfive@124 1001 return tbl
yellowfive@89 1002 end
yellowfive@89 1003
yellowfive@129 1004 local _ohFirst = {
yellowfive@129 1005 [20] = true, -- PaladinProtection
yellowfive@129 1006 [32] = true, -- WarlockDemonology
yellowfive@129 1007 [36] = true -- WarriorProtection
yellowfive@129 1008 }
yellowfive@129 1009
yellowfive@139 1010 function beginEquipGearSet(setupId, passes)
yellowfive@57 1011
yellowfive@139 1012 local setup = getSetupById(setupId)
yellowfive@139 1013
yellowfive@139 1014 if not setup or not setup.Gear then
yellowfive@57 1015 Amr:Print(L.GearEquipErrorEmpty)
yellowfive@57 1016 return
yellowfive@57 1017 end
yellowfive@124 1018
yellowfive@139 1019 local gear = setup.Gear
yellowfive@139 1020 local spec = setup.SpecSlot
yellowfive@139 1021
yellowfive@139 1022 -- ensure all our stored data is up to date
yellowfive@57 1023 local player = Amr:ExportCharacter()
yellowfive@129 1024 local doOhFirst = _ohFirst[player.Specs[spec]]
yellowfive@57 1025
yellowfive@124 1026 local itemsToEquip = {
yellowfive@124 1027 legendaries = {},
yellowfive@124 1028 weapons = {},
yellowfive@129 1029 mh = {},
yellowfive@129 1030 oh = {},
yellowfive@124 1031 rings = {},
yellowfive@124 1032 trinkets = {},
yellowfive@124 1033 others = {},
yellowfive@124 1034 blanks = {}
yellowfive@124 1035 }
yellowfive@57 1036 local remaining = 0
yellowfive@129 1037 local usedItems = {}
yellowfive@124 1038
yellowfive@124 1039 -- 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 1040 local slots = {}
yellowfive@124 1041 for i,s in ipairs(Amr.SlotIds) do
yellowfive@124 1042 table.insert(slots, s)
yellowfive@124 1043 end
yellowfive@124 1044 shuffle(slots)
yellowfive@124 1045
yellowfive@124 1046 for i,slotId in ipairs(slots) do
yellowfive@124 1047
yellowfive@124 1048 -- we do stuff in batches that avoids most unique conflicts
yellowfive@124 1049 local list = itemsToEquip.others
yellowfive@129 1050 if slotId == 16 then
yellowfive@129 1051 list = itemsToEquip.mh
yellowfive@129 1052 elseif slotId == 17 then
yellowfive@129 1053 list = itemsToEquip.oh
yellowfive@124 1054 elseif slotId == 11 or slotId == 12 then
yellowfive@124 1055 list = itemsToEquip.rings
yellowfive@124 1056 elseif slotId == 13 or slotId == 14 then
yellowfive@124 1057 list = itemsToEquip.trinkets
yellowfive@124 1058 end
yellowfive@124 1059
yellowfive@57 1060 local old = player.Equipped[spec][slotId]
yellowfive@57 1061 local new = gear[slotId]
yellowfive@124 1062 local prevRemaining = remaining
yellowfive@69 1063 if new then
yellowfive@124 1064 -- if the new thing is an artifact, only match the item id
yellowfive@124 1065 local newItem = Item:CreateFromItemID(new.id)
yellowfive@124 1066 local quality = newItem and newItem:GetItemQuality() or 0
yellowfive@124 1067 if quality == 6 then
yellowfive@124 1068 if not old or new.id ~= old.id then
yellowfive@124 1069 list[slotId] = new
yellowfive@129 1070 if list == itemsToEquip.mh or list == itemsToEquip.oh then
yellowfive@129 1071 itemsToEquip.weapons[slotId] = {}
yellowfive@129 1072 end
yellowfive@69 1073 remaining = remaining + 1
yellowfive@69 1074 end
yellowfive@129 1075 else
yellowfive@145 1076
yellowfive@129 1077 -- find the best matching item anywhere in the player's gear
yellowfive@129 1078 local bestItem, bestDiff = Amr:FindMatchingItem(new, player, usedItems)
yellowfive@129 1079 new = bestItem
yellowfive@129 1080
yellowfive@149 1081 local diff = countItemDifferences(new, old)
yellowfive@124 1082
yellowfive@129 1083 if diff > 0 then
yellowfive@124 1084 list[slotId] = new
yellowfive@129 1085 if list == itemsToEquip.mh or list == itemsToEquip.oh then
yellowfive@129 1086 itemsToEquip.weapons[slotId] = {}
yellowfive@129 1087 end
yellowfive@124 1088 remaining = remaining + 1
yellowfive@124 1089 end
yellowfive@124 1090 end
yellowfive@129 1091 elseif old then
yellowfive@124 1092 -- need to remove this item
yellowfive@124 1093 itemsToEquip.blanks[slotId] = {}
yellowfive@124 1094 remaining = remaining + 1
yellowfive@124 1095 end
yellowfive@124 1096
yellowfive@124 1097 if remaining > prevRemaining then
yellowfive@124 1098 -- 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 1099 if old then
yellowfive@124 1100 local oldItem = Item:CreateFromItemID(old.id)
yellowfive@124 1101 if oldItem and oldItem:GetItemQuality() == 5 then
yellowfive@124 1102 itemsToEquip.legendaries[slotId] = {}
yellowfive@124 1103 end
yellowfive@57 1104 end
yellowfive@57 1105 end
yellowfive@57 1106 end
yellowfive@124 1107
yellowfive@124 1108 if remaining > 0 then
yellowfive@57 1109
yellowfive@124 1110 if passes < 5 then
yellowfive@124 1111 _pendingGearOps = {}
yellowfive@124 1112
yellowfive@129 1113 if not Amr.IsEmpty(itemsToEquip.blanks) then
yellowfive@124 1114 -- if gear set wants slots to be blank, do that first
yellowfive@124 1115 table.insert(_pendingGearOps, { items = itemsToEquip.blanks, remove = true, label = "blanks" })
yellowfive@129 1116 end
yellowfive@124 1117 if not Amr.IsEmpty(itemsToEquip.weapons) then
yellowfive@129 1118 -- change weapons first: remove both, wait, then equip each weapon one by one, waiting after each
yellowfive@129 1119 table.insert(_pendingGearOps, { items = itemsToEquip.weapons, remove = true, label = "remove weapons" })
yellowfive@129 1120 local thisWeapon = doOhFirst and itemsToEquip.oh or itemsToEquip.mh
yellowfive@129 1121 if not Amr.IsEmpty(thisWeapon) then
yellowfive@129 1122 table.insert(_pendingGearOps, { items = thisWeapon, wait = true, label = "equip weapon 1" })
yellowfive@129 1123 end
yellowfive@129 1124 thisWeapon = doOhFirst and itemsToEquip.mh or itemsToEquip.oh
yellowfive@129 1125 if not Amr.IsEmpty(thisWeapon) then
yellowfive@129 1126 table.insert(_pendingGearOps, { items = thisWeapon, wait = true, label = "equip weapon 2" })
yellowfive@129 1127 end
yellowfive@124 1128 end
yellowfive@124 1129 if not Amr.IsEmpty(itemsToEquip.legendaries) then
yellowfive@124 1130 -- remove any legendaries, wait
yellowfive@124 1131 table.insert(_pendingGearOps, { items = itemsToEquip.legendaries, remove = true, label = "remove legendaries" })
yellowfive@124 1132 end
yellowfive@124 1133 if not Amr.IsEmpty(itemsToEquip.rings) then
yellowfive@124 1134 -- remove both rings, wait, then equip new ones
yellowfive@124 1135 table.insert(_pendingGearOps, { items = itemsToEquip.rings, remove = true, label = "remove rings" })
yellowfive@124 1136 table.insert(_pendingGearOps, { items = itemsToEquip.rings, wait = true, label = "equip rings" })
yellowfive@124 1137 end
yellowfive@124 1138 if not Amr.IsEmpty(itemsToEquip.trinkets) then
yellowfive@124 1139 -- remove both trinkets, wait, then equip new ones
yellowfive@124 1140 table.insert(_pendingGearOps, { items = itemsToEquip.trinkets, remove = true, label = "remove trinkets" })
yellowfive@124 1141 table.insert(_pendingGearOps, { items = itemsToEquip.trinkets, wait = true, label = "equip trinkets" })
yellowfive@124 1142 end
yellowfive@124 1143 if not Amr.IsEmpty(itemsToEquip.others) then
yellowfive@124 1144 -- equip all other items, wait for completion
yellowfive@124 1145 table.insert(_pendingGearOps, { items = itemsToEquip.others, wait = true, label = "equip others" })
yellowfive@124 1146 end
yellowfive@124 1147
yellowfive@124 1148 -- make the last operation wait no matter what, before this gets called again to check if everything succeeded
yellowfive@124 1149 _pendingGearOps[#_pendingGearOps].wait = true
yellowfive@124 1150
yellowfive@124 1151 if not _gearOpWaiting then
yellowfive@124 1152 _gearOpWaiting = { inventory = {} }
yellowfive@124 1153 end
yellowfive@124 1154
yellowfive@124 1155 _gearOpPasses = passes
yellowfive@124 1156 _currentGearOp = _pendingGearOps[1]
yellowfive@139 1157 initializeGearOp(_currentGearOp, setupId, 1)
yellowfive@124 1158
yellowfive@124 1159 processCurrentGearOp()
yellowfive@124 1160 else
yellowfive@124 1161 -- TODO: print message that gear set couldn't be equipped
yellowfive@89 1162 end
yellowfive@57 1163
yellowfive@57 1164 else
yellowfive@89 1165 onEquipGearSetComplete()
yellowfive@124 1166 end
yellowfive@57 1167 end
yellowfive@57 1168
yellowfive@57 1169 local function onActiveTalentGroupChanged()
yellowfive@81 1170
yellowfive@57 1171 local auto = Amr.db.profile.options.autoGear
yellowfive@81 1172 local currentSpec = GetSpecialization()
yellowfive@129 1173 local waitingSpec = _waitingForSpec
yellowfive@129 1174 _waitingForSpec = 0
yellowfive@57 1175
yellowfive@139 1176 -- when spec changes, change active setup to first one for this spec (does nothing if they have no setups for this spec)
yellowfive@139 1177 if _activeSetupId then
yellowfive@139 1178 local currentSetup = getSetupById(_activeSetupId)
yellowfive@139 1179 if currentSetup.SpecSlot ~= currentSpec then
yellowfive@139 1180 Amr:PickFirstSetupForSpec()
yellowfive@139 1181 end
yellowfive@139 1182 end
yellowfive@139 1183
yellowfive@129 1184 if currentSpec == waitingSpec or auto then
yellowfive@129 1185 -- spec is what we want, now equip the gear but after a short delay because the game auto-swaps artifact weapons
yellowfive@129 1186 Amr.Wait(2, function()
yellowfive@139 1187 beginEquipGearSet(_activeSetupId, 0)
yellowfive@129 1188 end)
yellowfive@57 1189 end
yellowfive@57 1190 end
yellowfive@57 1191
yellowfive@81 1192 -- activate the specified spec and then equip the saved gear set
yellowfive@139 1193 function Amr:EquipGearSet(setupIndex)
yellowfive@57 1194
yellowfive@139 1195 -- if no argument, then cycle
yellowfive@139 1196 if not setupIndex then
yellowfive@139 1197 if not _activeSetupId then
yellowfive@139 1198 Amr:PickFirstSetupForSpec()
yellowfive@139 1199 end
yellowfive@139 1200 for i,setup in ipairs(Amr.db.char.GearSetups) do
yellowfive@139 1201 if setup.Id == _activeSetupId then
yellowfive@139 1202 setupIndex = i
yellowfive@139 1203 break
yellowfive@139 1204 end
yellowfive@139 1205 end
yellowfive@139 1206 if not setupIndex then
yellowfive@139 1207 setupIndex = 1
yellowfive@139 1208 else
yellowfive@139 1209 setupIndex = setupIndex + 1
yellowfive@139 1210 end
yellowfive@57 1211 end
yellowfive@81 1212
yellowfive@139 1213 setupIndex = tonumber(setupIndex)
yellowfive@81 1214
yellowfive@139 1215 if setupIndex > #Amr.db.char.GearSetups then
yellowfive@139 1216 setupIndex = 1
yellowfive@139 1217 end
yellowfive@139 1218
yellowfive@57 1219 if UnitAffectingCombat("player") then
yellowfive@57 1220 Amr:Print(L.GearEquipErrorCombat)
yellowfive@57 1221 return
yellowfive@57 1222 end
yellowfive@57 1223
yellowfive@139 1224 _activeSetupId = Amr.db.char.GearSetups[setupIndex].Id
yellowfive@139 1225 Amr:RefreshGearDisplay()
yellowfive@139 1226
yellowfive@139 1227 local setup = Amr.db.char.GearSetups[setupIndex]
yellowfive@81 1228 local currentSpec = GetSpecialization()
yellowfive@139 1229 if currentSpec ~= setup.SpecSlot then
yellowfive@139 1230 _waitingForSpec = setup.SpecSlot
yellowfive@139 1231 SetSpecialization(setup.SpecSlot)
yellowfive@57 1232 else
yellowfive@129 1233 -- spec is what we want, now equip the gear
yellowfive@139 1234 beginEquipGearSet(_activeSetupId, 0)
yellowfive@57 1235 end
yellowfive@57 1236 end
yellowfive@57 1237
yellowfive@124 1238 -- moves any gear in bags to the bank if not part of a gear set
yellowfive@57 1239 function Amr:CleanBags()
yellowfive@57 1240 -- TODO: implement
yellowfive@57 1241 end
yellowfive@57 1242
yellowfive@81 1243 --[[
yellowfive@81 1244 local function testfunc(message)
yellowfive@81 1245 print(strsub(message, 13))
yellowfive@81 1246 end
yellowfive@81 1247 ]]
yellowfive@81 1248
yellowfive@57 1249 function Amr:InitializeGear()
yellowfive@87 1250 Amr:AddEventHandler("ACTIVE_TALENT_GROUP_CHANGED", onActiveTalentGroupChanged)
yellowfive@57 1251
yellowfive@81 1252 --Amr:AddEventHandler("CHAT_MSG_CHANNEL", testfunc)
yellowfive@81 1253
yellowfive@57 1254 Amr:AddEventHandler("UNIT_INVENTORY_CHANGED", function(unitID)
yellowfive@57 1255 if unitID and unitID ~= "player" then return end
yellowfive@124 1256
yellowfive@124 1257 -- don't update during a gear operation, wait until it is totally finished
yellowfive@124 1258 if _pendingGearOps then return end
yellowfive@124 1259
yellowfive@139 1260 Amr:RefreshGearDisplay()
yellowfive@57 1261 end)
yellowfive@57 1262
yellowfive@124 1263 Amr:AddEventHandler("ITEM_UNLOCKED", handleItemUnlocked)
yellowfive@122 1264 end