view Modules/Scanner.lua @ 106:d3fbb5676a5e

Added tooltips to the item refill window headers. Now color coding the availibility of items at the item refill window. Added a hide help text option (which is off by default). Renamed all premade groups to a new naming pattern; ?Profession - Category - Detail?, e.g. ?Inscription - Glyphs by class - Death Knight?. To continue getting notified about updates to a selected premade group, you must re-add them. Repositioned elements of the item refill frame to fit better. No longer using colorsargs to remember the index of a queued move, but instead providing a reference to the move itself in the new ?rowData? property of each row. Added tooltips to the headers of the sort table. Merged missing and available columns together (showing available / missing) and sorting on available now sorts on percentage of how many of the missing items are available. Moving and available columns are now aligned to the right. Added an ?extra? config group which contains the additional (but completely optional) settings. Moved color codes adjustments, forget character, auto refill skip confirm and hide help info options to this group.
author Zerotorescue
date Wed, 12 Jan 2011 19:58:39 +0100
parents 6ae44d372360
children 3bbad0429d87
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local addon = select(2, ...);
local mod = addon:NewModule("Scanner", "AceEvent-3.0", "AceTimer-3.0");

addon.Locations = {
	Bag = 0,
	Bank = 1,
	Guild = 2,
};

local Mover, paused, currentLocation;
local itemCache = {};

local function OnMoveAccept(this)
	mod:Pause();
	Mover:BeginMove(currentLocation, mod.Unpause);
	
	InventoriumItemMover:Hide();
end

local function OnMoveCancel(this)
	Mover:ResetQueue();
	currentLocation = nil;
	
	InventoriumItemMover:Hide();
end

function mod:ClearCache()
	table.wipe(itemCache);
end

function mod:CacheLocation(location, remember)
	-- Reset cache just in case it was filled
	self:ClearCache();
	
	if location == addon.Locations.Bag or location == addon.Locations.Bank then
		local start, stop;
		if location == addon.Locations.Bag then
			start = 0;
			stop = NUM_BAG_SLOTS;
		else
			-- If we requested the bank then we don't want the bag info
			start = ( NUM_BAG_SLOTS + 1 );
			stop = ( NUM_BAG_SLOTS + NUM_BANKBAGSLOTS );
		end
		
		-- Go through all our bags, including the backpack
		for i = start, ((location == addon.Locations.Bag and stop) or (location == addon.Locations.Bank and (stop + 1))) do -- if scanning bags stop at normal bag slot, if scanning bank, stop one later to allow BANK_CONTAINER to be scanned too
			-- Scan the default 100 slots whenever we're at a non-existing index
			local bagId = (i == (stop + 1) and BANK_CONTAINER) or i;
			local slotId = GetContainerNumSlots(bagId);
			
			while slotId ~= 0 do
				-- A not equal-comparison should be quicker than a larger than-comparison
				
				local itemId = GetContainerItemID(bagId, slotId);
				local itemCount = itemId and select(2, GetContainerItemInfo(bagId, slotId));
				
				if itemId and itemCount and itemCount > 0 then
					local itemMove;
					if not itemCache[itemId] then
						-- If this is the first time we see this item, make a new object
						itemMove = addon.ContainerItem:New();
						itemCache[itemId] = itemMove;
					else
						-- If we had this item in another slot too
						itemMove = itemCache[itemId];
					end
					
					itemMove:AddLocation(bagId, slotId, itemCount);
				end
			
				-- Continue scanning a different slot
				slotId = (slotId - 1);
			end
		end
	elseif location == addon.Locations.Guild then
		for tabId = 1, GetNumGuildBankTabs() do
			local isViewable = select(3, GetGuildBankTabInfo(tabId));
			
			if isViewable == 1 then
				local slotId = (MAX_GUILDBANK_SLOTS_PER_TAB or 98); -- start by scanning the last slot
				
				while slotId ~= 0 do
					-- A not equal-comparison should be quicker than a larger than-comparison
					
					local itemLink = GetGuildBankItemLink(tabId, slotId);
					local itemId = itemLink and addon:GetItemId(itemLink);
					local itemCount = itemLink and select(2, GetGuildBankItemInfo(tabId, slotId));
						
					if itemLink and itemId and itemCount and itemCount > 0 then
						-- If there is actually an item in this slot
						local itemMove;
						if not itemCache[itemId] then
							-- If this is the first time we see this item, make a new object
							itemMove = addon.ContainerItem:New();
							itemCache[itemId] = itemMove;
						else
							-- If we had this item in another slot too
							itemMove = itemCache[itemId];
						end
						
						itemMove:AddLocation(tabId, slotId, itemCount);
					end
					
					-- Continue scanning a different slot
					slotId = (slotId - 1);
				end
			end
		end
	else
		error("Invalid location provided for CacheLocation. Must be Bank or Guild.");
	end
	
	if not remember then
		-- Copy the table as clearing the cache wipes it empty (and tables are passed by reference)
		local cacheCopy = CopyTable(itemCache);
		
		self:ClearCache();
		
		return cacheCopy;
	end
end

function mod:Scan(location)
	-- We might pause the scanning when we invoke moves ourself
	if paused then
		return;
	end
	
	local playerName = UnitName("player");
	
	currentLocation = location;
	self:CacheLocation(location, true);
	
	-- Go through all groups
	for groupName, values in pairs(addon.db.profile.groups) do
		local trackAt = addon:GetOptionByKey(groupName, "trackAtCharacters");
		local localItemData = addon:GetOptionByKey(groupName, "localItemData");
		
		if values.items and trackAt[playerName] and addon:GetOptionByKey(groupName, "autoRefill") and (location ~= addon.Locations.Bank or not localItemData or not localItemData["Bank"]) then
			-- Is this character interested in this data?
			
			local minLocalStock = addon:GetOptionByKey(groupName, "minLocalStock");
			
			-- Go through all items
			for itemId, _ in pairs(values.items) do
				
				-- Check if we have enough items local (but only do so if this location also has enough available)
				local missingItems = itemCache[itemId] and (minLocalStock - addon:GetLocalItemCount(itemId, groupName));
				
				if itemCache[itemId] and missingItems > 0 then
					-- Check how many are available
					local availableItems = ((itemCache[itemId] and itemCache[itemId].totalCount) or 0);
					-- Calculate how many we'll be moving (less missing than available? use missing, otherwise use available)
					local moving = (((missingItems <= availableItems) and missingItems) or availableItems);
					
					if availableItems > 0 then
						--addon:Print("Insufficient " .. IdToItemLink(itemId) .. " but this location has " .. availableItems .. " (moving " .. moving .. ")");
						
						Mover:AddMove(itemId, moving, missingItems, availableItems);
					else
						--addon:Print("Insufficient " .. IdToItemLink(itemId));
					end
				end
			end
		end
	end
	
	self:ClearCache();
	
	if Mover:HasMoves() then
		if addon.db.profile.defaults.autoRefillSkipConfirm then
			OnMoveAccept(true);
		else
			-- This table is never copied, just referenced. It is the same for every row.
			local columns = {
				{
					value = function(data, cols, realrow, column, table)
						return IdToItemLink(data[realrow].rowData.id);
					end,
				}, -- item
				{
					value = function(data, cols, realrow, column, table)
						return data[realrow].rowData.num;
					end,
				}, -- moving
				{
					value = function(data, cols, realrow, column, table)
						return addon:DisplayItemCount(data[realrow].rowData.available, data[realrow].rowData.missing); -- available / missing
					end,
					color = function(data, cols, realrow, column, table)
						return ((data[realrow].rowData.available < data[realrow].rowData.missing) and { r = 1, g = 0, b = 0, a = 1 }) or { r = 1, g = 1, b = 1, a = 1 };
					end,
				}, -- missing / available
			};
			
			-- Store the list with rows in this
			local data = {};
			
			for i, move in pairs(Mover:GetMoves()) do
				table.insert(data, {
					["rowData"] = move, -- this is not a key usually found in a row item and ignored by the library
					["cols"] = columns,
				});
			end
			
			addon:SetMoverFrameData(data);
		end
	end
end



-- Events

-- Player bank

function mod:BANKFRAME_OPENED()
	addon:Debug("Scanner:BANKFRAME_OPENED");
	
	mod:RegisterEvent("BANKFRAME_CLOSED");
	
	-- Scan once when the bank is opened, but no need to scan after
	mod:Scan(addon.Locations.Bank);
end

function mod:BANKFRAME_CLOSED()
	addon:Debug("Scanner:BANKFRAME_CLOSED");
	
	self:ClearCache();
	
	mod:UnregisterEvent("BANKFRAME_CLOSED");
	
	InventoriumItemMover:Hide();
	Mover:ResetQueue();
end

-- Guild bank

local tmrScanGuild, scanned;
function mod:GUILDBANKBAGSLOTS_CHANGED()
	-- This event is spammed the first time the guild bank is opened
	if not scanned then
		self:CancelTimer(tmrScanGuild, true); -- silent
		tmrScanGuild = self:ScheduleTimer("DoScanGuild", 1);
	end
end

function mod:DoScanGuild()
	if not scanned then
		addon:Debug("Scanner:DoScanGuild");
		
		scanned = true;
		
		self:Scan(addon.Locations.Guild);
	end
end

function mod:GUILDBANKFRAME_CLOSED()
	addon:Debug("Scanner:GUILDBANKFRAME_CLOSED");
	
	scanned = nil;
	self:ClearCache();
	
	self:UnregisterEvent("GUILDBANKFRAME_CLOSED");
	self:UnregisterEvent("GUILDBANKBAGSLOTS_CHANGED");
	
	self:CancelTimer(tmrScanGuild, true); -- silent
	
	InventoriumItemMover:Hide();
	Mover:ResetQueue();
end

function mod:GUILDBANKFRAME_OPENED()
	addon:Debug("Scanner:GUILDBANKFRAME_OPENED");
	
	scanned = nil;
	
	-- Get the contents for every tab into our cache
	for tabId = 1, GetNumGuildBankTabs() do
		local isViewable = select(3, GetGuildBankTabInfo(tabId));
		if isViewable == 1 then		
			QueryGuildBankTab(tabId);
		end
	end
	
	self:RegisterEvent("GUILDBANKFRAME_CLOSED");
	self:RegisterEvent("GUILDBANKBAGSLOTS_CHANGED");
end

function mod:OnEnable()
	-- Scan once when the bankframe is opened
	self:RegisterEvent("BANKFRAME_OPENED");
	self:RegisterEvent("GUILDBANKFRAME_OPENED");
	
	Mover = addon:GetModule("Mover");
	
	if not InventoriumItemMover then
		addon:CreateMoverFrame(OnMoveAccept, OnMoveCancel);
	end
end

function mod:OnDisable()
	Mover = nil;
	currentLocation = nil;
	paused = nil;
	
	-- Bank
	self:UnregisterEvent("BANKFRAME_OPENED");
	
	-- Guild
	self:GUILDBANKFRAME_CLOSED();
	self:UnregisterEvent("GUILDBANKFRAME_OPENED");
end

function mod:Pause()
	paused = true;
end

function mod:Unpause()
	paused = nil;
end