comparison Main.lua @ 82:fc3e8a55d7ea 1.0.1

Ignore money completely (for now). Revert to using names for certain objects since Archaeology doesn't produce a GUID.
author James D. Callahan III <jcallahan@curse.com>
date Wed, 22 Aug 2012 15:15:30 -0500
parents 3db9f681d2e5
children 1f09f3590baa
comparison
equal deleted inserted replaced
81:3db9f681d2e5 82:fc3e8a55d7ea
432 table.insert(loot_table, ("%d:%d"):format(item_id, quantity)) 432 table.insert(loot_table, ("%d:%d"):format(item_id, quantity))
433 end 433 end
434 end 434 end
435 end 435 end
436 -- TODO: Remove this when GetLootSourceInfo() has values for money 436 -- TODO: Remove this when GetLootSourceInfo() has values for money
437 if #action_data.loot_list <= 0 or action_data.type == AF.OBJECT then 437 if #action_data.loot_list <= 0 then
438 -- Unfortunately, this means we can't record money from chests... 438 return
439 return 439 end
440 end 440 local entry
441 local entry = DBEntry(data_type, action_data.identifier) 441
442 -- At this point we only have a name if it's an object.
443 if action_data.type == AF.OBJECT then
444 entry = DBEntry(data_type, ("%s:%s"):format(action_data.spell_label, action_data.target_name))
445 else
446 entry = DBEntry(data_type, action_data.identifier)
447 end
442 448
443 if not entry then 449 if not entry then
444 return 450 return
445 end 451 end
446 local loot_table = LootTable(entry, loot_type, top_field) 452 local loot_table = LootTable(entry, loot_type, top_field)
977 action_data.loot_sources[source_guid] = action_data.loot_sources[source_guid] or {} 983 action_data.loot_sources[source_guid] = action_data.loot_sources[source_guid] or {}
978 action_data.loot_sources[source_guid][item_id] = action_data.loot_sources[source_guid][item_id] or 0 + loot_quantity 984 action_data.loot_sources[source_guid][item_id] = action_data.loot_sources[source_guid][item_id] or 0 + loot_quantity
979 guids_used[source_guid] = true 985 guids_used[source_guid] = true
980 end 986 end
981 end 987 end
982 elseif slot_type == _G.LOOT_SLOT_MONEY then 988 -- elseif slot_type == _G.LOOT_SLOT_MONEY then
983 table.insert(action_data.loot_list, ("money:%d"):format(_toCopper(item_text))) 989 -- table.insert(action_data.loot_list, ("money:%d"):format(_toCopper(item_text)))
984 elseif slot_type == _G.LOOT_SLOT_CURRENCY then 990 elseif slot_type == _G.LOOT_SLOT_CURRENCY then
985 table.insert(action_data.loot_list, ("currency:%d:%s"):format(quantity, icon_texture:match("[^\\]+$"):lower())) 991 table.insert(action_data.loot_list, ("currency:%d:%s"):format(quantity, icon_texture:match("[^\\]+$"):lower()))
986 end 992 end
987 end 993 end
988 994
1371 1377
1372 if bit.band(spell_flags, AF.OBJECT) == AF.OBJECT then 1378 if bit.band(spell_flags, AF.OBJECT) == AF.OBJECT then
1373 if target_name == "" then 1379 if target_name == "" then
1374 return 1380 return
1375 end 1381 end
1382 action_data.target_name = target_name
1376 action_data.type = AF.OBJECT 1383 action_data.type = AF.OBJECT
1377 elseif bit.band(spell_flags, AF.ZONE) == AF.ZONE then 1384 elseif bit.band(spell_flags, AF.ZONE) == AF.ZONE then
1378 local identifier = ("%s:%s"):format(spell_label, _G["GameTooltipTextLeft1"]:GetText() or "NONE") -- Possible fishing pool name. 1385 local identifier = ("%s:%s"):format(spell_label, _G["GameTooltipTextLeft1"]:GetText() or "NONE") -- Possible fishing pool name.
1379 action_data.zone_data = UpdateDBEntryLocation("zones", identifier) 1386 action_data.zone_data = UpdateDBEntryLocation("zones", identifier)
1380 action_data.type = AF.ZONE 1387 action_data.type = AF.ZONE