Mercurial > wow > inventory
view Modules/Mover.lua @ 119:dc6f405c1a5d
Now resizing the mover frame based on text size.
addon.Locations table now uses location names as value, rather than random numbers.
Added proper Merchant restocking support. Please note this currently doesn?t take the bonus queue nor the min crafting queue options into account.
author | Zerotorescue |
---|---|
date | Sat, 15 Jan 2011 17:03:05 +0100 |
parents | 239e25a058c7 |
children | 00cf4fc1697f |
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local addon = select(2, ...); local mod = addon:NewModule("Mover", "AceEvent-3.0", "AceTimer-3.0"); local Scanner; local queuedMoves = {}; -- table storing all queued moves before BeginMove is called 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 #) local movesSource; addon.Locations = { ["Bag"] = "Bag", ["Bank"] = "Bank", ["Guild"] = "Guild", ["Mailbox"] = "Mailbox", ["Merchant"] = "Merchant", }; local ContainerFunctions = { [addon.Locations.Bag] = { GetItemId = GetContainerItemID, PickupItem = SplitContainerItem, IsLocked = function(sourceContainer, sourceSlot) return select(3, GetContainerItemInfo(sourceContainer, sourceSlot)); end, Event = "ITEM_LOCK_CHANGED", }, [addon.Locations.Bank] = { GetItemId = GetContainerItemID, PickupItem = SplitContainerItem, IsLocked = function(sourceContainer, sourceSlot) return select(3, GetContainerItemInfo(sourceContainer, sourceSlot)); end, Event = "ITEM_LOCK_CHANGED", }, [addon.Locations.Guild] = { GetItemId = function(tabId, slotId) return addon:GetItemId(GetGuildBankItemLink(tabId, slotId)); end, PickupItem = SplitGuildBankItem, IsLocked = function(sourceContainer, sourceSlot) return select(3, GetGuildBankItemInfo(sourceContainer, sourceSlot)); end, Event = "ITEM_LOCK_CHANGED", }, [addon.Locations.Mailbox] = { GetItemId = function(mailIndex, attachmentId) return addon:GetItemId(GetInboxItemLink(mailIndex, attachmentId)); end, PickupItem = TakeInboxItem, IsLocked = function() return false; end, DoNotDrop = true, -- TakeInboxItem does not support picking up Synchronous = true, -- wait after every single move Event = "BAG_UPDATE", }, [addon.Locations.Merchant] = { GetItemId = function(_, merchantIndex) return addon:GetItemId(GetMerchantItemLink(merchantIndex)); end, PickupItem = function(_, merchantIndex, num) return BuyMerchantItem(merchantIndex, num); end, IsLocked = function() return false; end, DoNotDrop = true, -- BuyMerchantItem does not support picking up Burst = true, -- spam buy items, the source can take it Event = "BAG_UPDATE", }, }; function mod:AddMove(itemId, amount, numMissing, numAvailable, cost) table.insert(queuedMoves, { ["itemId"] = itemId, ["num"] = amount, -- can not be unlimited ["missing"] = numMissing, ["available"] = numAvailable, ["cost"] = cost, }); end function mod:HasMoves() return (#queuedMoves ~= 0); end function mod:GetMoves() return queuedMoves; end function mod:ResetQueue() table.wipe(queuedMoves); end if not table.reverse then table.reverse = function(orig) local temp = {}; local origLength = #orig; for i = 1, origLength do temp[(origLength - i + 1)] = orig[i]; end -- -- Update the original table (can't do orig = temp as that would change the reference-link instead of the original table) -- for i, v in pairs(temp) do -- orig[i] = v; -- end return temp; -- for speed we choose to do a return instead end end local function GetEmptySlots() local emptySlots = {}; -- Go through all our bags, including the backpack for bagId = 0, NUM_BAG_SLOTS do -- Go through all our slots (0 = backpack) for slotId = 1, GetContainerNumSlots(bagId) do local itemId = GetContainerItemID(bagId, slotId); -- we're scanning our local bags here, so no need to get messy with guild bank support local bagFamily = select(2, GetContainerNumFreeSlots(bagId)); if not itemId then table.insert(emptySlots, { ["container"] = bagId, ["slot"] = slotId, ["family"] = bagFamily, }); end end end return emptySlots; end local function GetFirstEmptySlot(emptySlots, prefFamily) while prefFamily do for _, slot in pairs(emptySlots) do if slot.family == prefFamily then return slot; end end -- If this was a special family, no special bag available, now check normal bags if prefFamily > 0 then prefFamily = 0; else prefFamily = nil; end end end function mod:BeginMove(location, onFinish) addon:Debug("BeginMove"); -- Find the outgoing moves -- 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 -- Get a list of items in the source container local sourceContents = Scanner:CacheLocation(location, false); local outgoingMoves = {}; addon:Debug("%d moves were queued.", #queuedMoves); for _, singleMove in pairs(queuedMoves) do local sourceItem = sourceContents[singleMove.itemId]; if not sourceItem then addon:Print(("Can't move %s, this doesn't exist in the source."):format(IdToItemLink(singleMove.itemId)), addon.Colors.Red); else -- We want to move the smallest stacks first to keep stuff pretty (and minimize space usage, splitting a stack takes 2 slots, moving something only 1) table.sort(sourceItem.locations, function(a, b) -- -1 indicates unlimited, this is always more than an actual amount if a.count == -1 then return false; elseif b.count == -1 then return true; end return a.count < b.count; end); for _, itemLocation in pairs(sourceItem.locations) do -- if this location has more items than we need, only move what we need, otherwise move everything in this stack -- -1 items indicates unlimited amount, in that case we must cap at missing items local movingNum = (((itemLocation.count == -1 or itemLocation.count > singleMove.num) and singleMove.num) or itemLocation.count); if itemLocation.count == -1 then -- If the source has an unlimited quantity, makes moves based on the max stacksize local stackSize = select(8, GetItemInfo(singleMove.itemId)); -- 8 = stacksize if stackSize then while movingNum > stackSize do -- Move a single stack size while the amount remaining to be moved is above the stack size num table.insert(outgoingMoves, { ["itemId"] = singleMove.itemId, ["num"] = stackSize, ["container"] = itemLocation.container, ["slot"] = itemLocation.slot, }); movingNum = (movingNum - stackSize); singleMove.num = (singleMove.num - stackSize); end end end table.insert(outgoingMoves, { ["itemId"] = singleMove.itemId, ["num"] = movingNum, ["container"] = itemLocation.container, ["slot"] = itemLocation.slot, }); singleMove.num = (singleMove.num - movingNum); if singleMove.num == 0 then -- If we have prepared everything we wanted, go to the next queued move break; -- stop the locations-loop end end end end addon:Debug("%d outgoing moves are possible.", #outgoingMoves); -- No longer needed table.wipe(queuedMoves); -- Process every single outgoing move and find fitting targets -- Get a list of items already in the target container local targetContents = Scanner:CacheLocation(addon.Locations.Bag, false); -- Find all empty slots local emptySlots = GetEmptySlots(); addon:Debug("%d empty slots are available.", #emptySlots); -- Remember where we're moving from movesSource = location; local backup = 0; -- the below loop should never break, but if it does for any reason, this is here to stop it from freezing the game while #outgoingMoves ~= 0 do -- Repeat the below loop until nothing is remaining for _, outgoingMove in pairs(outgoingMoves) do if outgoingMove.itemId then -- itemId will be set to nil when this outgoing move was processed - sanity check local targetItem = targetContents[outgoingMove.itemId]; if not targetItem or ContainerFunctions[location].DoNotDrop then -- There is no partial stack which can be filled or this source container doesn't allow manual allocation of items (in which case we always assume it takes a full empty slot) local family = GetItemFamily(outgoingMove.itemId); if family and family ~= 0 and select(9, GetItemInfo(outgoingMove.itemId)) == "INVTYPE_BAG" then -- Containers can only fit in general slots but GetItemFamily will return what they can contain themselves family = 0; end local firstAvailableSlot = GetFirstEmptySlot(emptySlots, family); if not firstAvailableSlot then -- No empty slot available - bags are full addon:Print(("Bags are full. Skipping %s."):format(IdToItemLink(outgoingMove.itemId)), addon.Colors.Orange); outgoingMove.itemId = nil; -- remove this record from the outgoingMoves-table -- Not a single item with this item id can be moved, since we only want the bags are full announcement once, we remove all other moves with this item id for _, otherMove in pairs(outgoingMoves) do if otherMove.itemId and otherMove.itemId == outgoingMove.itemId then otherMove.itemId = nil; end end else -- Consume empty slot table.insert(combinedMoves, { ["itemId"] = outgoingMove.itemId, ["num"] = outgoingMove.num, ["sourceContainer"] = outgoingMove.container, ["sourceSlot"] = outgoingMove.slot, ["targetContainer"] = firstAvailableSlot.container, ["targetSlot"] = firstAvailableSlot.slot, }); -- We filled an empty slot so the target contents now has one more item, -- make a new instance of the ItemMove class so any additional items with this id can be stacked on top of it local itemMove = addon.ContainerItem:New(); itemMove:AddLocation(firstAvailableSlot.container, firstAvailableSlot.slot, outgoingMove.num); targetContents[outgoingMove.itemId] = itemMove; table.remove(emptySlots, 1); -- no longer empty outgoingMove.num = 0; -- nothing remaining - sanity check outgoingMove.itemId = nil; -- remove this record from the outgoingMoves-table end else -- Find the maximum stack size for this item local itemStackCount = select(8, GetItemInfo(outgoingMove.itemId)); -- We want to move to the largest stacks first to keep stuff pretty table.sort(targetItem.locations, function(a, b) return a.count > b.count; end); for _, itemLocation in pairs(targetItem.locations) do if itemLocation.count < itemStackCount and outgoingMove.num > 0 then -- Check if this stack isn't already full (and we still need to move this item) local remainingSpace = (itemStackCount - itemLocation.count); if remainingSpace >= outgoingMove.num then -- Enough room to move this entire stack -- Deposit this item and then forget this outgoing move as everything in it was processed table.insert(combinedMoves, { ["itemId"] = outgoingMove.itemId, ["num"] = outgoingMove.num, ["sourceContainer"] = outgoingMove.container, ["sourceSlot"] = outgoingMove.slot, ["targetContainer"] = itemLocation.container, ["targetSlot"] = itemLocation.slot, }); itemLocation.count = (itemLocation.count + outgoingMove.num); outgoingMove.num = 0; -- nothing remaining outgoingMove.itemId = nil; -- remove this record from the outgoingMoves-table break; -- stop the locations-loop else -- Deposit this item but don't remove the outgoing move as there are some items left to move table.insert(combinedMoves, { ["itemId"] = outgoingMove.itemId, ["num"] = outgoingMove.num, ["sourceContainer"] = outgoingMove.container, ["sourceSlot"] = outgoingMove.slot, ["targetContainer"] = itemLocation.container, ["targetSlot"] = itemLocation.slot, }); -- The target will be full when we complete, but the source will still have remaining items left to be moved itemLocation.count = itemStackCount; outgoingMove.num = (outgoingMove.num - remainingSpace); end end end if outgoingMove.num > 0 then -- We went through all matching items and checked their stack sizes if we could move this there, no room available -- 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 targetContents[outgoingMove.itemId] = nil; end end end end -- Loop through the array to find items that should be removed, start with the last element or the loop would break local numOutgoingMoves = #outgoingMoves; -- since LUA-tables start at an index of 1, this is actually an existing index (outgoingMoves[#outgoingMoves] would return a value) while numOutgoingMoves ~= 0 do -- A not equal-comparison should be quicker than a larger/smaller than-comparison -- Check if the item id is nil, this is set to nil when this outgoing move has been processed if not outgoingMoves[numOutgoingMoves].itemId or outgoingMoves[numOutgoingMoves].num == 0 then -- Remove this element from the array table.remove(outgoingMoves, numOutgoingMoves); end -- Proceed with the next element (or previous considering we're going from last to first) numOutgoingMoves = (numOutgoingMoves - 1); end addon:Debug("%d moves remaining.", #outgoingMoves); backup = (backup + 1); if backup > 1000 then table.wipe(outgoingMoves); self:Abort("mover crashed", "Error preparing moves, hit an endless loop"); onFinish(); return; end end -- Reverse table, we need to go through it from last to first because we'll be removing elements, but we don't want the actions to be executed in a different order combinedMoves = table.reverse(combinedMoves); addon:Debug("%d moves should be possible.", #combinedMoves); -- No longer needed table.wipe(emptySlots); self:ProcessMove(); -- Even though we aren't completely done yet, allow requeueing onFinish(); end local tmrRetry; function mod:ProcessMove() addon:Debug("ProcessMove"); if #combinedMoves == 0 then addon:Print("Nothing to move."); self:Abort(); return; elseif movesSource == addon.Locations.Mailbox and MailAddonBusy and MailAddonBusy ~= addon:GetName() then addon:Debug("Anoter addon (%s) is busy with the mailbox.", MailAddonBusy); self:CancelTimer(tmrRetry, true); -- silent tmrRetry = self:ScheduleTimer("ProcessMove", .5); return; end -- Make sure nothing is at the mouse ClearCursor(); if movesSource == addon.Locations.Mailbox then MailAddonBusy = addon:GetName(); -- Since mailbox indexes change as mail is emptied (emptied mail is automatically deleted, thus number 50 would become 49 when 1 disappears), we must start with the last mail first table.sort(combinedMoves, function(a, b) return a.sourceContainer < b.sourceContainer; end); end self:RegisterEvent(ContainerFunctions[movesSource].Event, "SourceUpdated"); self:RegisterEvent("UI_ERROR_MESSAGE"); -- combinedMoves now has all moves in it (source -> target) -- go through list, move everything inside it -- add source and target to lists, if either is already in this list, skip the move -- repeat every few seconds until we're completely done local sourceLocationsLocked = {}; local targetLocationsLocked = {}; local hasMoved; local combinedMovesOriginalLength = #combinedMoves; local numCurrentMove = combinedMovesOriginalLength; while numCurrentMove ~= 0 do local move = combinedMoves[numCurrentMove]; -- Only check if the source is locked when we're not bursting (some functions allow mass calling simultaneously and don't trigger item locks) local isSourceLocked = ((not ContainerFunctions[movesSource].Burst and sourceLocationsLocked[move.sourceContainer] and sourceLocationsLocked[move.sourceContainer][move.sourceSlot]) or ContainerFunctions[movesSource].IsLocked(move.sourceContainer, move.sourceSlot)); -- Target are always the local bags local isTargetLocked = ((targetLocationsLocked[move.targetContainer] and targetLocationsLocked[move.targetContainer][move.targetSlot]) or ContainerFunctions[addon.Locations.Bag].IsLocked(move.targetContainer, move.targetSlot)); if move and not isSourceLocked and not isTargetLocked and (not ContainerFunctions[movesSource].Synchronous or not hasMoved) then addon:Print(("Moving %dx%s."):format(move.num, IdToItemLink(move.itemId))); addon:Debug("Moving %dx%s from (%d,%d) to (%d,%d)", move.num, IdToItemLink(move.itemId), move.sourceContainer, move.sourceSlot, move.targetContainer, move.targetSlot); -- Check if the source has been changed since out scan if ContainerFunctions[movesSource].GetItemId(move.sourceContainer, move.sourceSlot) ~= move.itemId then self:Abort("source changed", "Source (" .. move.sourceContainer .. "," .. move.sourceSlot .. ") is not " .. IdToItemLink(move.itemId)); return; end -- Pickup stack ContainerFunctions[movesSource].PickupItem(move.sourceContainer, move.sourceSlot, move.num); hasMoved = true; -- Remember we picked this item up and thus it is now locked if not sourceLocationsLocked[move.sourceContainer] then sourceLocationsLocked[move.sourceContainer] = {}; end sourceLocationsLocked[move.sourceContainer][move.sourceSlot] = true; if not ContainerFunctions[movesSource].DoNotDrop then -- Some sources don't actually pick items up but just move them, this makes the code below unnessary if movesSource ~= addon.Locations.Bank or CursorHasItem() then -- CursorHasItem only works when moving from the bank -- We are moving into our local bags, so the below must check normal bags -- Check if the target has been changed since out scan local targetItemId = ContainerFunctions[addon.Locations.Bag].GetItemId(move.targetContainer, move.targetSlot); if targetItemId and targetItemId ~= move.itemId then self:Abort("target changed", "Target (" .. move.targetContainer .. "," .. move.targetSlot .. ") is not " .. IdToItemLink(move.itemId) .. " nor empty"); return; end -- And drop it (this is always a local bag so no need to do any guild-checks) PickupContainerItem(move.targetContainer, move.targetSlot); -- Remember we dropped an item here and thus this is now locked if not targetLocationsLocked[move.targetContainer] then targetLocationsLocked[move.targetContainer] = {}; end targetLocationsLocked[move.targetContainer][move.targetSlot] = true; -- This move was processed table.remove(combinedMoves, numCurrentMove); else self:Abort("item disappeared from mouse", "Couldn't move " .. IdToItemLink(move.itemId) .. ", CursorHasItem() is false"); return; end else -- When items are deposit automatically we still need to remember when a move has been processed -- This move was processed table.remove(combinedMoves, numCurrentMove); end end -- Proceed with the next element (or previous considering we're going from last to first) numCurrentMove = (numCurrentMove - 1); end addon:Debug("%d moves processed. %d moves remaining.", (combinedMovesOriginalLength - #combinedMoves), #combinedMoves); if #combinedMoves == 0 then addon:Print("Finished.", addon.Colors.Green); self:Abort(); return; end end local tmrProcessNext; function mod:SourceUpdated() self:CancelTimer(tmrProcessNext, true); -- silent tmrProcessNext = self:ScheduleTimer("ProcessMove", .5); end function IdToItemLink(itemId) local itemLink = select(2, GetItemInfo(itemId)); itemLink = itemLink or "Unknown (" .. itemId .. ")"; return itemLink; end function mod:UI_ERROR_MESSAGE(e, errorMessage) if errorMessage == ERR_SPLIT_FAILED then self:Abort("splitting failed", "Splitting failed."); elseif errorMessage == ERR_GUILD_WITHDRAW_LIMIT then self:Abort("at guild withdrawal limit", "At guild withdrawal limit"); end end function mod:Abort(simple, debugMsg) -- Announce if debugMsg then addon:Debug("Aborting:%s", debugMsg); end if simple then addon:Print(("Aborting: %s."):format(simple), addon.Colors.Red); end -- Make sure nothing is at the mouse ClearCursor(); -- Stop timer self:UnregisterEvent(ContainerFunctions[movesSource].Event); self:CancelTimer(tmrProcessNext, true); -- silent self:UnregisterEvent("UI_ERROR_MESSAGE"); -- Reset vars table.wipe(combinedMoves); movesSource = nil; if MailAddonBusy == addon:GetName() then MailAddonBusy = nil; end end function mod:OnEnable() Scanner = addon:GetModule("Scanner"); end function mod:OnDisable() Scanner = nil; self:Abort(); end