comparison Mover.lua @ 80:c0bf2ddb5288

Added initial item refilling from the bank/guild. Not yet fully functional.
author Zerotorescue
date Wed, 05 Jan 2011 13:05:15 +0100
parents
children 58617c7827fa
comparison
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79:b89b6981783f 80:c0bf2ddb5288
1 local addon = select(2, ...);
2 local mod = addon:NewModule("Mover", "AceEvent-3.0", "AceTimer-3.0");
3
4 local Scanner;
5 local queuedMoves = {}; -- table storing all queued moves before BeginMove is called
6 local combinedMoves = {}; -- table storing all combined moves (with source and target) that is to be processed by the actual mover in the order of the index (1 to #)
7
8 function mod:AddMove(itemId, amount)
9 table.insert(queuedMoves, {
10 id = itemId,
11 num = amount,
12 });
13 end
14
15 function mod:BeginMove(location, onFinish)
16
17 -- Find the outgoing moves
18 -- We need the source container and slot, find all the requires sources and put them in a list which we go through later to find matching targets
19
20 -- Get a list of items in the source container
21 local sourceContents = Scanner:CacheLocation(location, false);
22
23 local outgoingMoves = {};
24
25 for singleMove in pairs(queuedMoves) do
26 local sourceItem = sourceContents[singleMove.id];
27 if not sourceItem then
28 print("Can't move " .. IdToItemLink(singleMove.id) .. ", non-existant in source");
29 else
30 -- We want to move the smallest stacks first to keep stuff pretty
31 table.sort(sourceItem.locations, function(a, b)
32 return a.count > b.count;
33 end);
34
35 for itemLocation in pairs(sourceItem.locations) do
36 -- if this location has more items than we need, only move what we need, otherwise move everything in this stack
37 local movingNum = ((itemLocation.count > singleMove.num and singleMove.num) or itemLocation.count);
38
39 table.insert(outgoingMoves, {
40 itemId = singleMove.id,
41 container = itemLocation.container,
42 slot = itemLocation.slot,
43 count = movingNum,
44 });
45
46 singleMove.num = (singleMove.num - movingNum);
47
48 if singleMove.num == 0 then
49 -- If we have prepared everything we wanted, go to the next queued move
50 break;
51 end
52 end
53 end
54 end
55
56 -- No longer needed
57 table.wipe(queuedMoves);
58
59 -- Process every single outgoing move and find fitting targets
60
61 -- Get a list of items already in the target container
62 local targetContents = Scanner:CacheLocation(addon.Locations.Bag, false);
63
64 -- Find all empty slots
65
66 local emptySlots = {};
67
68 local start = 0;
69 local stop = NUM_BAG_SLOTS;
70
71 -- Go through all our bags, including the backpack
72 for bagId = start, stop do
73 -- Go through all our slots
74 for slotId = 1, GetContainerNumSlots(bagId) do
75 local itemId = GetContainerItemID(bagId, slotId);
76
77 if not itemId then
78 table.insert(emptySlots, {
79 container: bagId,
80 slot: slotId,
81 });
82 end
83 end
84 end
85
86 while #outgoingMoves ~= 0 do
87 -- A not equal-comparison should be quicker than a larger/smaller than-comparison
88
89 for outgoingMove in pairs(outgoingMoves) do
90 -- itemId will be set to nil when this outgoing move was processed - sanity check
91 if outgoingMove.itemId then
92 local targetItem = targetContents[outgoingMove.itemId];
93
94 if not targetItem then
95 -- grab an empty slot
96 -- make new instance of ItemMove
97 -- populate targetContents with it so future moves of this item can be put on top of it if this isn't a full stack
98
99 local firstAvailableSlot = emptySlots[1];
100
101 if not firstAvailableSlot then
102 print("Bags are full. Skipping " .. IdToItemLink(outgoingMove.itemId) .. ".");
103
104 outgoingMove.itemId = nil;
105 else
106 table.insert(combinedMoves, {
107 sourceContainer = outgoingMove.container,
108 sourceSlot = outgoingMove.slot,
109 targetContainer = firstAvailableSlot.container,
110 targetSlot = firstAvailableSlot.slot,
111 itemId = outgoingMove.itemId,
112 num = outgoingMove.count,
113 });
114
115 -- We filled an empty slot so the target contents now has one more item,
116 -- make a new instance of the ItemMove class so any additional items with this id can be stacked on top of it
117 local itemMove = addon.ItemMove:New();
118 itemMove.AddLocation(firstAvailableSlot.container, firstAvailableSlot.slot, outgoingMove.count);
119 targetContents[outgoingMove.itemId] = itemMove;
120
121 firstAvailableSlot = nil; -- no longer empty
122
123 outgoingMove.count = 0; -- nothing remaining - sanity check
124 outgoingMove.itemId = nil; -- remove this record from the outgoingMoves-table
125 end
126 else
127 -- Find the maximum stack size for this item
128 local itemStackCount = select(8, GetItemInfo(outgoingMove.itemId));
129
130 -- We want to move to the largest stacks first to keep stuff pretty
131 table.sort(targetItem.locations, function(a, b)
132 return a.count < b.count;
133 end);
134
135 for itemLocation in pairs(targetItem.locations) do
136 if itemLocation.count < itemStackCount and outgoingMove.count > 0 then
137 -- Check if this stack isn't already full (and we still need to move this item)
138
139 local remainingSpace = (itemStackCount - itemLocation.count);
140 if remainingSpace > outgoingMove.count then
141 -- Enough room to move this entire stack
142 -- Deposit this item and then forget this outgoing move as everything in it was processed
143
144 table.insert(combinedMoves, {
145 sourceContainer = outgoingMove.container,
146 sourceSlot = outgoingMove.slot,
147 targetContainer = itemLocation.container,
148 targetSlot = itemLocation.slot,
149 itemId = outgoingMove.itemId,
150 num = outgoingMove.count,
151 });
152
153 itemLocation.count = (itemLocation.count + outgoingMove.count);
154 outgoingMove.count = 0; -- nothing remaining
155 outgoingMove.itemId = nil; -- remove this record from the outgoingMoves-table
156 break; -- stop the locations-loop
157 else
158 -- Deposit this item but don't remove the outgoing move as there are some items left to move
159
160 table.insert(combinedMoves, {
161 sourceContainer = outgoingMove.container,
162 sourceSlot = outgoingMove.slot,
163 targetContainer = itemLocation.container,
164 targetSlot = itemLocation.slot,
165 itemId = outgoingMove.itemId,
166 num = outgoingMove.count,
167 });
168
169 -- The target will be full when we complete, but the source will still have remaining items left to be moved
170 itemLocation.count = itemStackCount;
171 outgoingMove.count = (outgoingMove.count - remainingSpace);
172 end
173 end
174 end
175
176 if outgoingMove.count > 0 then
177 -- We went through all matching items and checked their stack sizes if we could move this there, no room available
178 -- So forget about the target item (even though it may just have full locations, these are useless anyway) and the next loop move it onto an empty slot
179 targetItem = nil;
180 end
181 end
182 end
183 end
184
185 -- Loop through the array to find items that should be removed, start with the last element or the loop would break
186 local numOutgoingMoves = #outgoingMoves; -- since LUA-tables start at an index of 1, this is actually an existing index (outgoingMoves[#outgoingMoves] would return a value)
187 while numOutgoingMoves ~= 0 do
188 -- A not equal-comparison should be quicker than a larger/smaller than-comparison
189
190 -- Check if the item id is nil, this is set to nil when this outgoing move has been processed
191 if not outgoingMoves[numOutgoingMoves].itemId then
192 -- Remove this element from the array
193 table.remove(outgoingMoves, numOutgoingMoves);
194 end
195
196 -- Proceed with the next element (or previous considering we're going from last to first)
197 numOutgoingMoves = (numOutgoingMoves - 1);
198 end
199 end
200
201 -- No longer needed
202 table.wipe(emptySlots);
203
204 DoMoveNow();
205
206 --ProcessMove();
207
208 --mod:RegisterEvent("BAG_UPDATE", BAG_UPDATE);
209
210 --onFinish();
211 end
212
213 function DoMoveNow()
214 -- combinedMoves now has all moves in it (source -> target)
215 -- go through list, move everything inside it
216 -- add source and target to one single list
217 -- if either is already in this list, skip this move
218 -- repeat every 5 seconds until we're completely done
219
220 local sourceLocationsLocked = {};
221 local targetLocationsLocked = {};
222
223 local numCurrentMove = #combinedMoves;
224 while numCurrentMove ~= 0 do
225 local move = combinedMoves[numCurrentMove];
226
227 -- sourceContainer, sourceSlot, targetContainer, targetSlot, itemId, num
228 if (not sourceLocationsLocked[move.sourceContainer] or not sourceLocationsLocked[move.sourceContainer][move.sourceSlot]) and
229 (not targetLocationsLocked[move.targetContainer] or not targetLocationsLocked[move.targetContainer][move.targetSlot]) then
230
231 print("Moving " .. IdToItemLink(move.itemId));
232
233 -- Pickup stack
234 SplitGuildBankItem(move.sourceContainer, move.sourceSlot, move.num);
235
236 -- Remember we picked this item up and thus it is now locked
237 if not sourceLocationsLocked[move.sourceContainer] then
238 sourceLocationsLocked[move.sourceContainer] = {};
239 end
240 sourceLocationsLocked[move.sourceContainer][move.sourceSlot] = true;
241
242 if CursorHasItem() then
243 -- And drop it
244 PickupContainerItem(move.targetContainer, move.targetSlot);
245
246 -- Remember we dropped an item here and thus this is now locked
247 if not sourceLocationsLocked[move.targetContainer] then
248 sourceLocationsLocked[move.targetContainer] = {};
249 end
250 sourceLocationsLocked[move.targetContainer][move.targetSlot] = true;
251
252 -- This move was processed
253 table.remove(combinedMoves, numCurrentMove);
254 end
255 end
256
257 -- Proceed with the next element (or previous considering we're going from last to first)
258 numCurrentMove = (numCurrentMove - 1);
259 end
260 end
261
262 local tmrProcessNext;
263 function BAG_UPDATE()
264 mod:CancelTimer(tmrProcessNext, true); -- silent
265 tmrProcessNext = mod:ScheduleTimer(function()
266 ProcessMove();
267 end, 2);
268 end
269
270 function ProcessMove()
271 local currentMove = queuedMoves[1];
272
273 if currentMove then
274 addon:Debug("Moving " .. currentMove.num .. " of " .. IdToItemLink(currentMove.id));
275
276 local requestedMoves = currentMove.num;
277
278 if currentMove.src == addon.Locations.Bank then
279 MoveBankItem(currentMove);
280 elseif currentMove.src == addon.Locations.Guild then
281 MoveGuildItem(currentMove);
282 end
283
284 if requestedMoves == currentMove.num then
285 print("Skipping " .. IdToItemLink(move.id));
286 move.num = 0;
287 elseif currentMove.num > 0 then
288 -- bags are full
289 print("bags are full");
290 end
291
292 if currentMove.num == 0 then
293 table.remove(queuedMoves, 1);
294 end
295 end
296 end
297
298 function MoveGuildItem(move)
299 local tabId = GetCurrentGuildBankTab();
300 local slotId = (MAX_GUILDBANK_SLOTS_PER_TAB or 98); -- start by scanning the last slot
301
302 if tabId == nil or tabId < 1 then return; end
303
304 while slotId ~= 0 do
305 -- A not equal-comparison should be quicker than a larger than-comparison
306
307 local itemLink = GetGuildBankItemLink(tabId, slotId);
308 if itemLink then
309 -- If there is actually an item in this slot
310
311 local itemId = GetItemId(itemLink);
312
313 if itemId and move.id == itemId then
314 -- This is one of the items we're looking for
315
316 local itemCount = select(2, GetGuildBankItemInfo(tabId, slotId));
317
318 if itemCount and itemCount > 0 then
319 -- if the amount we still have to move is more than this stack, move the entire stack, otherwise move the still needed part of the stack
320 local moveable = (move.num > itemCount and itemCount) or move.num;
321
322 -- Pickup stack
323 SplitGuildBankItem(tabId, slotId, moveable);
324
325 -- Find an target slot and put it there
326 local reallyMoved = DropItem(itemId, moveable);
327 if reallyMoved then
328 -- Keep track of how many we have moved
329 moved = (moved + reallyMoved);
330
331 -- Update the required amount of items so it has the remaining num
332 move.num = (move.num - reallyMoved);
333
334 --if reallyMoved ~= moveable then
335 -- -- Scan this slot again because if we moved a 18 stack onto a 16 stack, we'd actually have moved only 4 items and still need to move the remaining 14 (we're capping stacks before using empty slots)
336 -- slotId = (slotId + 1);
337 --end
338
339 --if move.num == 0 then
340 -- if no required items are left to move, then stop and tell the caller function how many we moved
341 return moved;
342 --end
343 end
344 end
345 end
346 end
347
348 -- Continue scanning a different slot
349 slotId = (slotId - 1);
350 end
351 end
352
353 function MoveBankItem(move)
354 local start = 0;
355 local stop = NUM_BAG_SLOTS;
356
357 -- If we requested the bank then we don't want the bag info
358 start = ( NUM_BAG_SLOTS + 1 );
359 stop = ( NUM_BAG_SLOTS + NUM_BANKBAGSLOTS );
360
361 -- Scan the default 100 slots
362 move.num = (move.num - MoveFromContainter(BANK_CONTAINER, move));
363
364 -- Go through all our bags, including the backpack
365 for bagID = start, stop do
366 move.num = (move.num - MoveFromContainter(bagID, move));
367 end
368 end
369
370 -- Go through all slots of this bag and if a match was found, move the items
371 function MoveFromContainter(bagID, move)
372 -- Keep track of how many we have moved
373 local moved = 0;
374
375 -- Go through all slots of this bag
376 for slot = 1, GetContainerNumSlots(bagID) do
377 local itemId = GetContainerItemID(bagID, slot);
378
379 if itemId and move.id == itemId then
380 -- This is one of the items we're looking for
381
382 local itemCount = select(2, GetContainerItemInfo(bagID, slot));
383
384 if itemCount and itemCount > 0 then
385 -- if the amount we still have to move is more than this stack, move the entire stack, otherwise move the still needed part of the stack
386 local moveable = (move.num > itemCount and itemCount) or move.num;
387
388 -- Pickup stack
389 SplitContainerItem(bagID, slot, moveable);
390
391 addon:Debug("Picked " .. IdToItemLink(itemId) .. " up");
392
393 -- Find an target slot and put it there
394 if CursorHasItem() then
395 local reallyMoved = DropItem(itemId, moveable);
396
397 if reallyMoved then
398 addon:Debug("Dropped " .. reallyMoved .. " of " .. IdToItemLink(itemId));
399
400 -- Keep track of how many we have moved
401 moved = (moved + reallyMoved);
402
403 -- Update the required amount of items so it has the remaining num
404 move.num = (move.num - reallyMoved);
405
406 --if reallyMoved ~= moveable then
407 -- Scan this slot again because if we moved a 18 stack onto a 16 stack, we'd actually have moved only 4 items and still need to move the remaining 14 (we're capping stacks before using empty slots)
408 -- slot = (slot - 1);
409 --end
410
411 --if move.num == 0 then
412 -- if no required items are left to move, then stop and tell the caller function how many we moved
413 return moved;
414 --end
415 end
416 end
417 end
418 end
419 end
420
421 return moved;
422 end
423
424
425 -- This currently only uses empty slots, it will have to fill stacks in the future
426 function DropItem(itemId, amount)
427 local start = 0;
428 local stop = NUM_BAG_SLOTS;
429
430 -- Go through all our bags, including the backpack
431 for bagID = start, stop do
432 -- Go through all our slots
433 for slot = 1, GetContainerNumSlots(bagID) do
434 local itemId = GetContainerItemID(bagID, slot);
435
436 if not itemId then
437 -- If this slot is empty, put the item here
438 PickupContainerItem(bagID, slot);
439
440 return amount;
441 end
442 end
443 end
444
445 return;
446 end
447
448 function IdToItemLink(itemId)
449 return select(2, GetItemInfo(itemId));
450 end
451
452 function mod:OnEnable()
453 Scanner = addon:GetModule("Scanner");
454 end
455
456 function mod:OnDisable()
457 Scanner = nil;
458 end