Mercurial > wow > wowdb-profiler
view Main.lua @ 126:f0c0819058b4 1.0.9
Bump DB version to 6. Change method of determining current area ID in order to play nice with the World Map.
author | James D. Callahan III <jcallahan@curse.com> |
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date | Tue, 18 Sep 2012 14:48:43 -0500 |
parents | 8669b4c43278 |
children | b06147ded0bc |
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----------------------------------------------------------------------- -- Upvalued Lua API. ----------------------------------------------------------------------- local _G = getfenv(0) local pairs = _G.pairs local tonumber = _G.tonumber local bit = _G.bit local math = _G.math local table = _G.table local select = _G.select ----------------------------------------------------------------------- -- AddOn namespace. ----------------------------------------------------------------------- local ADDON_NAME, private = ... local LibStub = _G.LibStub local WDP = LibStub("AceAddon-3.0"):NewAddon(ADDON_NAME, "AceEvent-3.0", "AceTimer-3.0") local deformat = LibStub("LibDeformat-3.0") local LPJ = LibStub("LibPetJournal-2.0") local DatamineTT = _G.CreateFrame("GameTooltip", "WDPDatamineTT", _G.UIParent, "GameTooltipTemplate") DatamineTT:SetOwner(_G.WorldFrame, "ANCHOR_NONE") ----------------------------------------------------------------------- -- Local constants. ----------------------------------------------------------------------- local DB_VERSION = 6 local DATABASE_DEFAULTS = { global = { items = {}, npcs = {}, objects = {}, quests = {}, zones = {}, } } local EVENT_MAPPING = { AUCTION_HOUSE_SHOW = true, BANKFRAME_OPENED = true, BATTLEFIELDS_SHOW = true, BLACK_MARKET_ITEM_UPDATE = true, CHAT_MSG_LOOT = true, CHAT_MSG_MONSTER_SAY = "RecordQuote", CHAT_MSG_MONSTER_WHISPER = "RecordQuote", CHAT_MSG_MONSTER_YELL = "RecordQuote", CHAT_MSG_SYSTEM = true, COMBAT_LOG_EVENT_UNFILTERED = true, COMBAT_TEXT_UPDATE = true, FORGE_MASTER_OPENED = true, GOSSIP_SHOW = true, GUILDBANKFRAME_OPENED = true, ITEM_TEXT_BEGIN = true, LOOT_CLOSED = true, LOOT_OPENED = true, MAIL_SHOW = true, MERCHANT_SHOW = "UpdateMerchantItems", MERCHANT_UPDATE = "UpdateMerchantItems", PET_BAR_UPDATE = true, PET_JOURNAL_LIST_UPDATE = true, PLAYER_TARGET_CHANGED = true, QUEST_COMPLETE = true, QUEST_DETAIL = true, QUEST_LOG_UPDATE = true, QUEST_PROGRESS = true, TAXIMAP_OPENED = true, TRADE_SKILL_SHOW = true, TRAINER_SHOW = true, TRANSMOGRIFY_OPEN = true, UNIT_QUEST_LOG_CHANGED = true, UNIT_SPELLCAST_FAILED = "HandleSpellFailure", UNIT_SPELLCAST_FAILED_QUIET = "HandleSpellFailure", UNIT_SPELLCAST_INTERRUPTED = "HandleSpellFailure", UNIT_SPELLCAST_SENT = true, UNIT_SPELLCAST_SUCCEEDED = true, VOID_STORAGE_OPEN = true, ZONE_CHANGED = true, } local OBJECT_ID_ANVIL = 192628 local OBJECT_ID_FORGE = 1685 local AF = private.ACTION_TYPE_FLAGS local PLAYER_CLASS = _G.select(2, _G.UnitClass("player")) local PLAYER_FACTION = _G.UnitFactionGroup("player") local PLAYER_GUID = _G.UnitGUID("player") local PLAYER_NAME = _G.UnitName("player") local PLAYER_RACE = _G.select(2, _G.UnitRace("player")) local CLIENT_LOCALE = _G.GetLocale() local ALLOWED_LOCALES = { enUS = true, enGB = true, } ----------------------------------------------------------------------- -- Local variables. ----------------------------------------------------------------------- local anvil_spell_ids = {} local currently_drunk local db local durability_timer_handle local faction_standings = {} local forge_spell_ids = {} local languages_known = {} local name_to_id_map = {} local reputation_npc_id local target_location_timer_handle local current_target_id local current_area_id ----------------------------------------------------------------------- -- Data for our current action. Including possible values as a reference. ----------------------------------------------------------------------- local current_action = { identifier = nil, loot_label = nil, loot_list = nil, loot_sources = nil, map_level = nil, spell_label = nil, target_type = nil, x = nil, y = nil, zone_data = nil, } ----------------------------------------------------------------------- -- Helper Functions. ----------------------------------------------------------------------- local ActualCopperCost do local BARTERING_SPELL_ID = 83964 local STANDING_DISCOUNTS = { HATED = 0, HOSTILE = 0, UNFRIENDLY = 0, NEUTRAL = 0, FRIENDLY = 0.05, HONORED = 0.1, REVERED = 0.15, EXALTED = 0.2, } function ActualCopperCost(copper_cost, rep_standing) if not copper_cost or copper_cost == 0 then return 0 end local modifier = 1 if _G.IsSpellKnown(BARTERING_SPELL_ID) then modifier = modifier - 0.1 end if rep_standing then if PLAYER_RACE == "Goblin" then modifier = modifier - STANDING_DISCOUNTS["EXALTED"] elseif STANDING_DISCOUNTS[rep_standing] then modifier = modifier - STANDING_DISCOUNTS[rep_standing] end end return math.floor(copper_cost / modifier) end end -- do-block local function InstanceDifficultyToken() local _, instance_type, instance_difficulty, difficulty_name, _, _, is_dynamic = _G.GetInstanceInfo() if not difficulty_name or difficulty_name == "" then difficulty_name = "NONE" end if not instance_type or instance_type == "" then instance_type = "NONE" end return ("%s:%s:%s"):format(instance_type:upper(), difficulty_name:upper():gsub(" ", "_"), _G.tostring(is_dynamic)) end local function DBEntry(data_type, unit_id) if not data_type or not unit_id then return end local unit = db[data_type][unit_id] if not unit then db[data_type][unit_id] = {} unit = db[data_type][unit_id] end return unit end local function NPCEntry(identifier) local npc = DBEntry("npcs", identifier) if not npc then return end local instance_token = InstanceDifficultyToken() npc.encounter_data = npc.encounter_data or {} npc.encounter_data[instance_token] = npc.encounter_data[instance_token] or {} npc.encounter_data[instance_token].stats = npc.encounter_data[instance_token].stats or {} return npc end local function CurrentLocationData() local map_level = _G.GetCurrentMapDungeonLevel() or 0 local x, y = _G.GetPlayerMapPosition("player") x = x or 0 y = y or 0 if x == 0 and y == 0 then for level_index = 1, _G.GetNumDungeonMapLevels() do _G.SetDungeonMapLevel(level_index) x, y = _G.GetPlayerMapPosition("player") if x and y and (x > 0 or y > 0) then _G.SetDungeonMapLevel(map_level) map_level = level_index break end end end if _G.DungeonUsesTerrainMap() then map_level = map_level - 1 end local x = _G.floor(x * 1000) local y = _G.floor(y * 1000) if x % 2 ~= 0 then x = x + 1 end if y % 2 ~= 0 then y = y + 1 end return _G.GetRealZoneText(), current_area_id, x, y, map_level, InstanceDifficultyToken() end local function ItemLinkToID(item_link) if not item_link then return end return tonumber(item_link:match("item:(%d+)")) end local ParseGUID do local UNIT_TYPE_BITMASK = 0x007 function ParseGUID(guid) if not guid then return end local types = private.UNIT_TYPES local unit_type = _G.bit.band(tonumber(guid:sub(1, 5)), UNIT_TYPE_BITMASK) if unit_type ~= types.PLAYER and unit_type ~= types.PET then return unit_type, tonumber(guid:sub(6, 10), 16) end return unit_type end end -- do-block local function UpdateDBEntryLocation(entry_type, identifier) if not identifier then return end local zone_name, area_id, x, y, map_level, difficulty_token = CurrentLocationData() local entry = DBEntry(entry_type, identifier) entry[difficulty_token] = entry[difficulty_token] or {} entry[difficulty_token].locations = entry[difficulty_token].locations or {} local zone_token = ("%s:%d"):format(zone_name, area_id) local zone_data = entry[difficulty_token].locations[zone_token] if not zone_data then zone_data = {} entry[difficulty_token].locations[zone_token] = zone_data end local location_token = ("%s:%s:%s"):format(map_level, x, y) zone_data[location_token] = zone_data[location_token] or true return zone_data end local function HandleItemUse(item_link, bag_index, slot_index) if not item_link then return end local item_id = ItemLinkToID(item_link) if not bag_index or not slot_index then for new_bag_index = 0, _G.NUM_BAG_FRAMES do for new_slot_index = 1, _G.GetContainerNumSlots(new_bag_index) do if item_id == ItemLinkToID(_G.GetContainerItemLink(new_bag_index, new_slot_index)) then bag_index = new_bag_index slot_index = new_slot_index break end end end end if not bag_index or not slot_index then return end local _, _, _, _, _, is_lootable = _G.GetContainerItemInfo(bag_index, slot_index) if not is_lootable then return end DatamineTT:ClearLines() DatamineTT:SetBagItem(bag_index, slot_index) for line_index = 1, DatamineTT:NumLines() do local current_line = _G["WDPDatamineTTTextLeft" .. line_index] if not current_line then break end if current_line:GetText() == _G.ITEM_OPENABLE then table.wipe(current_action) current_action.target_type = AF.ITEM current_action.identifier = item_id current_action.loot_label = "contains" break end end end local UnitFactionStanding local UpdateFactionData do local MAX_FACTION_INDEX = 1000 local STANDING_NAMES = { "HATED", "HOSTILE", "UNFRIENDLY", "NEUTRAL", "FRIENDLY", "HONORED", "REVERED", "EXALTED", } function UnitFactionStanding(unit) UpdateFactionData() DatamineTT:ClearLines() DatamineTT:SetUnit(unit) for line_index = 1, DatamineTT:NumLines() do local faction_name = _G["WDPDatamineTTTextLeft" .. line_index]:GetText():trim() if faction_name and faction_standings[faction_name] then return faction_name, faction_standings[faction_name] end end end function UpdateFactionData() for faction_index = 1, MAX_FACTION_INDEX do local faction_name, _, current_standing, _, _, _, _, _, is_header = _G.GetFactionInfo(faction_index) if faction_name then faction_standings[faction_name] = STANDING_NAMES[current_standing] elseif not faction_name then break end end end end -- do-block local GenericLootUpdate do local function LootTable(entry, loot_type, top_field) if top_field then entry[top_field] = entry[top_field] or {} entry[top_field][loot_type] = entry[top_field][loot_type] or {} return entry[top_field][loot_type] end entry[loot_type] = entry[loot_type] or {} return entry[loot_type] end function GenericLootUpdate(data_type, top_field) local loot_type = current_action.loot_label or "drops" local loot_count = ("%s_count"):format(loot_type) local source_list = {} if current_action.loot_sources then for source_guid, loot_data in pairs(current_action.loot_sources) do local entry, source_id if current_action.target_type == AF.ITEM then -- Items return the player as the source, so we need to use the item's ID (disenchant, milling, etc) source_id = current_action.identifier entry = DBEntry(data_type, source_id) elseif current_action.target_type == AF.OBJECT then source_id = ("%s:%s"):format(current_action.spell_label, select(2, ParseGUID(source_guid))) entry = DBEntry(data_type, source_id) else source_id = select(2, ParseGUID(source_guid)) entry = DBEntry(data_type, source_id) end if entry then local loot_table = LootTable(entry, loot_type, top_field) if not source_list[source_guid] then if top_field then entry[top_field][loot_count] = (entry[top_field][loot_count] or 0) + 1 else entry[loot_count] = (entry[loot_count] or 0) + 1 end source_list[source_guid] = true end UpdateDBEntryLocation(data_type, source_id) for item_id, quantity in pairs(loot_data) do table.insert(loot_table, ("%d:%d"):format(item_id, quantity)) end end end end -- This is used for Gas Extractions. if #current_action.loot_list <= 0 then return end local entry -- At this point we only have a name if it's an object. if current_action.target_type == AF.OBJECT then entry = DBEntry(data_type, ("%s:%s"):format(current_action.spell_label, current_action.object_name)) else entry = DBEntry(data_type, current_action.identifier) end if not entry then return end local loot_table = LootTable(entry, loot_type, top_field) if not source_list[current_action.identifier] then if top_field then entry[top_field][loot_count] = (entry[top_field][loot_count] or 0) + 1 else entry[loot_count] = (entry[loot_count] or 0) + 1 end end for index = 1, #current_action.loot_list do table.insert(loot_table, current_action.loot_list[index]) end end end -- do-block local ReplaceKeywords do local KEYWORD_SUBSTITUTIONS = { class = PLAYER_CLASS, name = PLAYER_NAME, race = PLAYER_RACE, } function ReplaceKeywords(text) if not text or text == "" then return "" end for category, lookup in pairs(KEYWORD_SUBSTITUTIONS) do local category_format = ("<%s>"):format(category) text = text:gsub(lookup, category_format):gsub(lookup:lower(), category_format) end return text end end -- do-block local function SetCurrentAreaID() local map_area_id = _G.GetCurrentMapAreaID() _G.SetMapToCurrentZone() current_area_id = _G.GetCurrentMapAreaID() _G.SetMapByID(map_area_id) end ----------------------------------------------------------------------- -- Methods. ----------------------------------------------------------------------- function WDP:OnInitialize() db = LibStub("AceDB-3.0"):New("WoWDBProfilerData", DATABASE_DEFAULTS, "Default").global local raw_db = _G["WoWDBProfilerData"] local build_num = tonumber(private.build_num) -- TODO: Merge this with the DB version check when MoP goes live. -- if raw_db.build_num and raw_db.build_num < build_num then if raw_db.version and raw_db.version < DB_VERSION then for entry in pairs(DATABASE_DEFAULTS.global) do db[entry] = {} end end raw_db.build_num = build_num raw_db.version = DB_VERSION end function WDP:OnEnable() for event_name, mapping in pairs(EVENT_MAPPING) do self:RegisterEvent(event_name, (_G.type(mapping) ~= "boolean") and mapping or nil) end for index = 1, _G.GetNumLanguages() do languages_known[_G.GetLanguageByIndex(index)] = true end durability_timer_handle = self:ScheduleRepeatingTimer("ProcessDurability", 30) target_location_timer_handle = self:ScheduleRepeatingTimer("UpdateTargetLocation", 0.5) _G.hooksecurefunc("UseContainerItem", function(bag_index, slot_index, target_unit) if target_unit then return end HandleItemUse(_G.GetContainerItemLink(bag_index, slot_index), bag_index, slot_index) end) _G.hooksecurefunc("UseItemByName", function(identifier, target_unit) if target_unit then return end local _, item_link = _G.GetItemInfo(identifier) HandleItemUse(item_link) end) SetCurrentAreaID() end local function RecordDurability(item_id, durability) if not durability or durability <= 0 then return end if not db.items[item_id] then db.items[item_id] = {} end db.items[item_id].durability = durability end function WDP:ProcessDurability() for slot_index = 0, _G.INVSLOT_LAST_EQUIPPED do local item_id = _G.GetInventoryItemID("player", slot_index) if item_id and item_id > 0 then local _, max_durability = _G.GetInventoryItemDurability(slot_index) RecordDurability(item_id, max_durability) end end for bag_index = 0, _G.NUM_BAG_SLOTS do for slot_index = 1, _G.GetContainerNumSlots(bag_index) do local item_id = _G.GetContainerItemID(bag_index, slot_index) if item_id and item_id > 0 then local _, max_durability = _G.GetContainerItemDurability(bag_index, slot_index) RecordDurability(item_id, max_durability) end end end end local PlayerTarget do local GENDER_NAMES = { "UNKNOWN", "MALE", "FEMALE", } local REACTION_NAMES = { "HATED", "HOSTILE", "UNFRIENDLY", "NEUTRAL", "FRIENDLY", "HONORED", "REVERED", "EXALTED", } local POWER_TYPE_NAMES = { ["0"] = "MANA", ["1"] = "RAGE", ["2"] = "FOCUS", ["3"] = "ENERGY", ["6"] = "RUNIC_POWER", } function PlayerTarget() if not _G.UnitExists("target") or _G.UnitPlayerControlled("target") or currently_drunk then current_target_id = nil return end local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("target")) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then return end current_target_id = unit_idnum local npc = NPCEntry(unit_idnum) local _, class_token = _G.UnitClass("target") npc.class = class_token npc.faction = UnitFactionStanding("target") npc.genders = npc.genders or {} npc.genders[GENDER_NAMES[_G.UnitSex("target")] or "UNDEFINED"] = true npc.is_pvp = _G.UnitIsPVP("target") and true or nil npc.reaction = ("%s:%s:%s"):format(_G.UnitLevel("player"), _G.UnitFactionGroup("player"), REACTION_NAMES[_G.UnitReaction("player", "target")]) local encounter_data = npc.encounter_data[InstanceDifficultyToken()].stats local npc_level = ("level_%d"):format(_G.UnitLevel("target")) if not encounter_data[npc_level] then encounter_data[npc_level] = { max_health = _G.UnitHealthMax("target"), } local max_power = _G.UnitManaMax("target") if max_power > 0 then local power_type = _G.UnitPowerType("target") encounter_data[npc_level].power = ("%s:%d"):format(POWER_TYPE_NAMES[_G.tostring(power_type)] or power_type, max_power) end end name_to_id_map[_G.UnitName("target")] = unit_idnum table.wipe(current_action) current_action.target_type = AF.NPC current_action.identifier = unit_idnum return npc, unit_idnum end end -- do-block do local COORD_MAX = 5 function WDP:UpdateTargetLocation() if currently_drunk or not _G.UnitExists("target") or _G.UnitPlayerControlled("target") or (_G.UnitIsTapped("target") and not _G.UnitIsDead("target")) then return end for index = 1, 4 do if not _G.CheckInteractDistance("target", index) then return end end local npc = PlayerTarget() if not npc then return end local zone_name, area_id, x, y, map_level, difficulty_token = CurrentLocationData() local npc_data = npc.encounter_data[difficulty_token].stats[("level_%d"):format(_G.UnitLevel("target"))] local zone_token = ("%s:%d"):format(zone_name, area_id) npc_data.locations = npc_data.locations or {} -- TODO: Fix this. It is broken. Possibly something to do with the timed updates. local zone_data = npc_data.locations[zone_token] if not zone_data then zone_data = {} npc_data.locations[zone_token] = zone_data end for location_token in pairs(zone_data) do local loc_level, loc_x, loc_y = (":"):split(location_token) loc_level = tonumber(loc_level) if map_level == loc_level and math.abs(x - loc_x) <= COORD_MAX and math.abs(y - loc_y) <= COORD_MAX then return end end zone_data[("%s:%s:%s"):format(map_level, x, y)] = true end end -- do-block ----------------------------------------------------------------------- -- Event handlers. ----------------------------------------------------------------------- function WDP:BLACK_MARKET_ITEM_UPDATE(event_name) local num_items = _G.C_BlackMarket.GetNumItems() for index = 1, num_items do local name, texture, quantity, item_type, is_usable, level, level_type, seller_name, min_bid, min_increment, current_bid, has_high_bid, num_bids, time_left, item_link, market_id = _G.C_BlackMarket.GetItemInfoByIndex(index); if item_link then DBEntry("items", ItemLinkToID(item_link)).black_market = seller_name or "UNKNOWN" end end end function WDP:CHAT_MSG_LOOT(event_name, message) if current_action.spell_label ~= "EXTRACT_GAS" then return end local item_link, quantity = deformat(message, _G.LOOT_ITEM_PUSHED_SELF_MULTIPLE) if not item_link then quantity, item_link = 1, deformat(message, _G.LOOT_ITEM_PUSHED_SELF) end if not item_link then return end local item_id = ItemLinkToID(item_link) if not item_id then return end current_action.loot_list = { ("%d:%d"):format(item_id, quantity) } GenericLootUpdate("zones") table.wipe(current_action) end function WDP:RecordQuote(event_name, message, source_name, language_name) if not ALLOWED_LOCALES[CLIENT_LOCALE] or not source_name or not name_to_id_map[source_name] or (language_name ~= "" and not languages_known[language_name]) then return end local npc = NPCEntry(name_to_id_map[source_name]) npc.quotes = npc.quotes or {} npc.quotes[event_name] = npc.quotes[event_name] or {} npc.quotes[event_name][ReplaceKeywords(message)] = true end do local SOBER_MATCH = _G.DRUNK_MESSAGE_ITEM_SELF1:gsub("%%s", ".+") local DRUNK_COMPARES = { _G.DRUNK_MESSAGE_SELF2, _G.DRUNK_MESSAGE_SELF3, _G.DRUNK_MESSAGE_SELF4, } local DRUNK_MATCHES = { _G.DRUNK_MESSAGE_SELF2:gsub("%%s", ".+"), _G.DRUNK_MESSAGE_SELF3:gsub("%%s", ".+"), _G.DRUNK_MESSAGE_SELF4:gsub("%%s", ".+"), } function WDP:CHAT_MSG_SYSTEM(event_name, message) if currently_drunk then if message == _G.DRUNK_MESSAGE_SELF1 or message:match(SOBER_MATCH) then currently_drunk = nil end return end for index = 1, #DRUNK_MATCHES do if message == DRUNK_COMPARES[index] or message:match(DRUNK_MATCHES[index]) then currently_drunk = true break end end end end -- do-block do local FLAGS_NPC = bit.bor(_G.COMBATLOG_OBJECT_TYPE_GUARDIAN, _G.COMBATLOG_OBJECT_CONTROL_NPC) local FLAGS_NPC_CONTROL = bit.bor(_G.COMBATLOG_OBJECT_AFFILIATION_OUTSIDER, _G.COMBATLOG_OBJECT_CONTROL_NPC) local function RecordNPCSpell(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, spell_id, spell_name) if not spell_id then return end local source_type, source_id = ParseGUID(source_guid) if not source_id or source_type ~= private.UNIT_TYPES.NPC then return end if bit.band(FLAGS_NPC_CONTROL, source_flags) == FLAGS_NPC_CONTROL and bit.band(FLAGS_NPC, source_flags) ~= 0 then local encounter_data = NPCEntry(source_id).encounter_data[InstanceDifficultyToken()] encounter_data.spells = encounter_data.spells or {} encounter_data.spells[spell_id] = (encounter_data.spells[spell_id] or 0) + 1 end end local HEAL_BATTLE_PETS_SPELL_ID = 125801 local COMBAT_LOG_FUNCS = { SPELL_AURA_APPLIED = RecordNPCSpell, SPELL_CAST_START = RecordNPCSpell, SPELL_CAST_SUCCESS = function(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, spell_id, spell_name) if spell_id == HEAL_BATTLE_PETS_SPELL_ID then local unit_type, unit_idnum = ParseGUID(source_guid) if unit_type == private.UNIT_TYPES.NPC and unit_idnum then NPCEntry(unit_idnum).stable_master = true end end RecordNPCSpell(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, spell_id, spell_name) end, UNIT_DIED = function(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, spell_id, spell_name) local unit_type, unit_idnum = ParseGUID(dest_guid) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then reputation_npc_id = nil private.harvesting = nil return end reputation_npc_id = unit_idnum end, } function WDP:COMBAT_LOG_EVENT_UNFILTERED(event_name, time_stamp, sub_event, hide_caster, source_guid, source_name, source_flags, source_raid_flags, dest_guid, dest_name, dest_flags, dest_raid_flags, ...) local combat_log_func = COMBAT_LOG_FUNCS[sub_event] if not combat_log_func then return end combat_log_func(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, ...) end local DIPLOMACY_SPELL_ID = 20599 local MR_POP_RANK1_SPELL_ID = 78634 local MR_POP_RANK2_SPELL_ID = 78635 local REP_BUFFS = { [_G.GetSpellInfo(30754)] = "CENARION_FAVOR", [_G.GetSpellInfo(24705)] = "GRIM_VISAGE", [_G.GetSpellInfo(32098)] = "HONOR_HOLD_FAVOR", [_G.GetSpellInfo(39913)] = "NAZGRELS_FERVOR", [_G.GetSpellInfo(39953)] = "SONG_OF_BATTLE", [_G.GetSpellInfo(61849)] = "SPIRIT_OF_SHARING", [_G.GetSpellInfo(32096)] = "THRALLMARS_FAVOR", [_G.GetSpellInfo(39911)] = "TROLLBANES_COMMAND", [_G.GetSpellInfo(95987)] = "UNBURDENED", [_G.GetSpellInfo(100951)] = "WOW_ANNIVERSARY", } local FACTION_NAMES = { CENARION_CIRCLE = _G.GetFactionInfoByID(609), HONOR_HOLD = _G.GetFactionInfoByID(946), THE_SHATAR = _G.GetFactionInfoByID(935), THRALLMAR = _G.GetFactionInfoByID(947), } local MODIFIERS = { CENARION_FAVOR = { faction = FACTION_NAMES.CENARION_CIRCLE, modifier = 0.25, }, GRIM_VISAGE = { modifier = 0.1, }, HONOR_HOLD_FAVOR = { faction = FACTION_NAMES.HONOR_HOLD, modifier = 0.25, }, NAZGRELS_FERVOR = { faction = FACTION_NAMES.THRALLMAR, modifier = 0.1, }, SONG_OF_BATTLE = { faction = FACTION_NAMES.THE_SHATAR, modifier = 0.1, }, SPIRIT_OF_SHARING = { modifier = 0.1, }, THRALLMARS_FAVOR = { faction = FACTION_NAMES.THRALLMAR, modifier = 0.25, }, TROLLBANES_COMMAND = { faction = FACTION_NAMES.HONOR_HOLD, modifier = 0.1, }, UNBURDENED = { modifier = 0.1, }, WOW_ANNIVERSARY = { modifier = 0.08, } } function WDP:COMBAT_TEXT_UPDATE(event_name, message_type, faction_name, amount) if message_type ~= "FACTION" or not reputation_npc_id then return end UpdateFactionData() if not faction_name or not faction_standings[faction_name] then return end local npc = NPCEntry(reputation_npc_id) reputation_npc_id = nil if not npc then private.harvesting = nil return end npc.harvested = private.harvesting private.harvesting = nil local modifier = 1 if _G.IsSpellKnown(DIPLOMACY_SPELL_ID) then modifier = modifier + 0.1 end if _G.IsSpellKnown(MR_POP_RANK2_SPELL_ID) then modifier = modifier + 0.1 elseif _G.IsSpellKnown(MR_POP_RANK1_SPELL_ID) then modifier = modifier + 0.05 end for buff_name, buff_label in pairs(REP_BUFFS) do if _G.UnitBuff("player", buff_name) then local modded_faction = MODIFIERS[buff_label].faction if not modded_faction or faction_name == modded_faction then modifier = modifier + MODIFIERS[buff_label].modifier end end end npc.reputations = npc.reputations or {} npc.reputations[("%s:%s"):format(faction_name, faction_standings[faction_name])] = math.floor(amount / modifier) end end -- do-block function WDP:ITEM_TEXT_BEGIN(event_name) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc")) if not unit_idnum or unit_type ~= private.UNIT_TYPES.OBJECT or _G.UnitName("npc") ~= _G.ItemTextGetItem() then return end UpdateDBEntryLocation("objects", unit_idnum) end do local RE_GOLD = _G.GOLD_AMOUNT:gsub("%%d", "(%%d+)") local RE_SILVER = _G.SILVER_AMOUNT:gsub("%%d", "(%%d+)") local RE_COPPER = _G.COPPER_AMOUNT:gsub("%%d", "(%%d+)") local function _moneyMatch(money, re) return money:match(re) or 0 end local function _toCopper(money) if not money then return 0 end return _moneyMatch(money, RE_GOLD) * 10000 + _moneyMatch(money, RE_SILVER) * 100 + _moneyMatch(money, RE_COPPER) end local LOOT_VERIFY_FUNCS = { [AF.ITEM] = function() local locked_item_id for bag_index = 0, _G.NUM_BAG_FRAMES do for slot_index = 1, _G.GetContainerNumSlots(bag_index) do local _, _, is_locked = _G.GetContainerItemInfo(bag_index, slot_index) if is_locked then locked_item_id = ItemLinkToID(_G.GetContainerItemLink(bag_index, slot_index)) end end end if not locked_item_id or (current_action.identifier and current_action.identifier ~= locked_item_id) then return false end current_action.identifier = locked_item_id return true end, [AF.NPC] = function() if not _G.UnitExists("target") or _G.UnitIsFriend("player", "target") or _G.UnitIsPlayer("target") or _G.UnitPlayerControlled("target") then return false end local unit_type, id_num = ParseGUID(_G.UnitGUID("target")) current_action.identifier = id_num return true end, [AF.OBJECT] = true, [AF.ZONE] = function() return _G.IsFishingLoot() end, } local LOOT_UPDATE_FUNCS = { [AF.ITEM] = function() GenericLootUpdate("items") end, [AF.NPC] = function() local difficulty_token = InstanceDifficultyToken() local loot_type = current_action.loot_label or "drops" local source_list = {} for source_guid, loot_data in pairs(current_action.loot_sources) do local source_id = select(2, ParseGUID(source_guid)) local npc = NPCEntry(source_id) if npc then local encounter_data = npc.encounter_data[difficulty_token] encounter_data[loot_type] = encounter_data[loot_type] or {} if not source_list[source_guid] then encounter_data.loot_counts = encounter_data.loot_counts or {} encounter_data.loot_counts[loot_type] = (encounter_data.loot_counts[loot_type] or 0) + 1 source_list[source_id] = true end for item_id, quantity in pairs(loot_data) do table.insert(encounter_data[loot_type], ("%d:%d"):format(item_id, quantity)) end end end -- TODO: Remove this when GetLootSourceInfo() has values for money if #current_action.loot_list <= 0 then return end local npc = NPCEntry(current_action.identifier) if not npc then return end local encounter_data = npc.encounter_data[difficulty_token] encounter_data[loot_type] = encounter_data[loot_type] or {} if not source_list[current_action.identifier] then encounter_data.loot_counts = encounter_data.loot_counts or {} encounter_data.loot_counts[loot_type] = (encounter_data.loot_counts[loot_type] or 0) + 1 end for index = 1, #current_action.loot_list do table.insert(encounter_data[loot_type], current_action.loot_list[index]) end end, [AF.OBJECT] = function() GenericLootUpdate("objects", InstanceDifficultyToken()) end, [AF.ZONE] = function() local location_token = ("%s:%s:%s"):format(current_action.map_level, current_action.x, current_action.y) -- This will start life as a boolean true. if _G.type(current_action.zone_data[location_token]) ~= "table" then current_action.zone_data[location_token] = { drops = {} } end local loot_count = ("%s_count"):format(current_action.loot_label or "drops") current_action.zone_data[location_token][loot_count] = (current_action.zone_data[location_token][loot_count] or 0) + 1 for index = 1, #current_action.loot_list do table.insert(current_action.zone_data[location_token].drops, current_action.loot_list[index]) end end, } -- Prevent opening the same loot window multiple times from recording data multiple times. local loot_guid_registry = {} local currently_looting function WDP:LOOT_CLOSED(event_name) currently_looting = nil end function WDP:LOOT_OPENED(event_name) if currently_looting or not current_action.target_type then return end local verify_func = LOOT_VERIFY_FUNCS[current_action.target_type] local update_func = LOOT_UPDATE_FUNCS[current_action.target_type] if not verify_func or not update_func then return end if _G.type(verify_func) == "function" and not verify_func() then return end local guids_used = {} current_action.loot_list = {} current_action.loot_sources = {} currently_looting = true for loot_slot = 1, _G.GetNumLootItems() do local icon_texture, item_text, quantity, quality, locked = _G.GetLootSlotInfo(loot_slot) local slot_type = _G.GetLootSlotType(loot_slot) -- TODO: Move LOOT_SLOT_X checks within loop when money is detectable via GetLootSourceInfo if slot_type == _G.LOOT_SLOT_ITEM then local loot_info = { _G.GetLootSourceInfo(loot_slot) } -- TODO: Remove debugging -- print(("Loot slot %d: Source count: %d"):format(loot_slot, floor((#sources / 2) + 0.5))) -- Odd index is GUID, even is count. for loot_index = 1, #loot_info, 2 do local source_guid = loot_info[loot_index] if not loot_guid_registry[source_guid] then local loot_quantity = loot_info[loot_index + 1] local source_type, source_id = ParseGUID(source_guid) -- TODO: Remove debugging -- local source_key = ("%s:%d"):format(private.UNIT_TYPE_NAMES[source_type + 1], source_id) -- print(("GUID: %s - Type:ID: %s - Amount: %d"):format(loot_info[loot_index], source_key, loot_quantity)) local item_id = ItemLinkToID(_G.GetLootSlotLink(loot_slot)) current_action.loot_sources[source_guid] = current_action.loot_sources[source_guid] or {} current_action.loot_sources[source_guid][item_id] = current_action.loot_sources[source_guid][item_id] or 0 + loot_quantity guids_used[source_guid] = true end end -- elseif slot_type == _G.LOOT_SLOT_MONEY then -- table.insert(current_action.loot_list, ("money:%d"):format(_toCopper(item_text))) elseif slot_type == _G.LOOT_SLOT_CURRENCY then table.insert(current_action.loot_list, ("currency:%d:%s"):format(quantity, icon_texture:match("[^\\]+$"):lower())) end end for guid in pairs(guids_used) do loot_guid_registry[guid] = true end update_func() table.wipe(current_action) end end -- do-block function WDP:MAIL_SHOW(event_name) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc")) if not unit_idnum or unit_type ~= private.UNIT_TYPES.OBJECT then return end UpdateDBEntryLocation("objects", unit_idnum) end do local POINT_MATCH_PATTERNS = { ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING:gsub("%%d", "(%%d+)")), -- May no longer be necessary ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING_3V3:gsub("%%d", "(%%d+)")), -- May no longer be necessary ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING_5V5:gsub("%%d", "(%%d+)")), -- May no longer be necessary ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING_BG:gsub("%%d", "(%%d+)")), ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING_3V3_BG:gsub("%%d", "(%%d+)")), } local ITEM_REQ_REPUTATION_MATCH = "Requires (.-) %- (.*)" local ITEM_REQ_QUEST_MATCH1 = "Requires: .*" local ITEM_REQ_QUEST_MATCH2 = "Must have completed: .*" function WDP:UpdateMerchantItems(event_name) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("target")) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then return end local current_filters = _G.GetMerchantFilter() local _, merchant_standing = UnitFactionStanding("target") local merchant = NPCEntry(unit_idnum) merchant.sells = merchant.sells or {} _G.SetMerchantFilter(_G.LE_LOOT_FILTER_ALL) _G.MerchantFrame_Update() local num_items = _G.GetMerchantNumItems() for item_index = 1, num_items do local _, _, copper_price, stack_size, num_available, _, extended_cost = _G.GetMerchantItemInfo(item_index) local item_id = ItemLinkToID(_G.GetMerchantItemLink(item_index)) if item_id and item_id > 0 then local price_string = ActualCopperCost(copper_price, merchant_standing) DatamineTT:ClearLines() DatamineTT:SetMerchantItem(item_index) local num_lines = DatamineTT:NumLines() for line_index = 1, num_lines do local current_line = _G["WDPDatamineTTTextLeft" .. line_index] if not current_line then break end local faction, reputation = current_line:GetText():match(ITEM_REQ_REPUTATION_MATCH) if faction or reputation then DBEntry("items", item_id).req_reputation = ("%s:%s"):format(faction:gsub("-", ""), reputation:upper()) break end end for line_index = 1, num_lines do local current_line = _G["WDPDatamineTTTextLeft" .. line_index] if not current_line then break end local line_text = current_line:GetText() local quest_name = line_text:match(ITEM_REQ_QUEST_MATCH1) or line_text:match(ITEM_REQ_QUEST_MATCH2) if quest_name then DBEntry("items", item_id).req_quest = ("%s"):format(quest_name:gsub("(.+): ", ""), quest_name) break end end if extended_cost then local battleground_rating = 0 local personal_rating = 0 local required_season_amount for line_index = 1, num_lines do local current_line = _G["WDPDatamineTTTextLeft" .. line_index] if not current_line then break end required_season_amount = current_line:GetText():match("Requires earning a total of (%d+)\n(.-) for the season.") for match_index = 1, #POINT_MATCH_PATTERNS do local match1, match2 = current_line:GetText():match(POINT_MATCH_PATTERNS[match_index]) personal_rating = personal_rating + (match1 or 0) battleground_rating = battleground_rating + (match2 or 0) if match1 or match2 then break end end end local currency_list = {} local item_count = _G.GetMerchantItemCostInfo(item_index) -- Keeping this around in case Blizzard makes the two points diverge at some point. -- price_string = ("%s:%s:%s:%s"):format(price_string, battleground_rating, personal_rating, required_season_amount or 0) price_string = ("%s:%s:%s"):format(price_string, personal_rating, required_season_amount or 0) for cost_index = 1, item_count do local icon_texture, amount_required, currency_link = _G.GetMerchantItemCostItem(item_index, cost_index) local currency_id = currency_link and ItemLinkToID(currency_link) or nil if (not currency_id or currency_id < 1) and icon_texture then currency_id = icon_texture:match("[^\\]+$"):lower() end if currency_id then currency_list[#currency_list + 1] = ("(%s:%s)"):format(amount_required, currency_id) end end for currency_index = 1, #currency_list do price_string = ("%s:%s"):format(price_string, currency_list[currency_index]) end end merchant.sells[item_id] = ("%s:%s:[%s]"):format(num_available, stack_size, price_string) end end if _G.CanMerchantRepair() then merchant.can_repair = true end _G.SetMerchantFilter(current_filters) _G.MerchantFrame_Update() end end -- do-block function WDP:PET_BAR_UPDATE(event_name) if current_action.spell_label ~= "MIND_CONTROL" then return end local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("pet")) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then return end NPCEntry(unit_idnum).mind_control = true table.wipe(current_action) end function WDP:PET_JOURNAL_LIST_UPDATE(event_name) local num_pets = LPJ:NumPets() for index, pet_id in LPJ:IteratePetIDs() do local _, _, is_owned, _, level, _, _, name, icon, pet_type, npc_id, _, _, is_wild = _G.C_PetJournal.GetPetInfoByIndex(index) if is_owned then local health, max_health, attack, speed, rarity = _G.C_PetJournal.GetPetStats(pet_id) local rarity_name = _G["ITEM_QUALITY" .. rarity - 1 .. "_DESC"] local npc = NPCEntry(npc_id) npc.wild_pet = is_wild or nil npc.battle_pet_data = npc.battle_pet_data or {} npc.battle_pet_data[rarity_name] = npc.battle_pet_data[rarity_name] or {} npc.battle_pet_data[rarity_name]["level_" .. level] = npc.battle_pet_data[rarity_name]["level_" .. level] or {} local data = npc.battle_pet_data[rarity_name]["level_" .. level] data.max_health = max_health data.attack = attack data.speed = speed end end end function WDP:PLAYER_TARGET_CHANGED(event_name) if not PlayerTarget() then return end self:UpdateTargetLocation() end do local function UpdateQuestJuncture(point) local unit_name = _G.UnitName("questnpc") if not unit_name then return end local unit_type, unit_id = ParseGUID(_G.UnitGUID("questnpc")) if unit_type == private.UNIT_TYPES.OBJECT then UpdateDBEntryLocation("objects", unit_id) end local quest = DBEntry("quests", _G.GetQuestID()) quest[point] = quest[point] or {} quest[point][("%s:%d"):format(private.UNIT_TYPE_NAMES[unit_type + 1], unit_id)] = true return quest end function WDP:QUEST_COMPLETE(event_name) local quest = UpdateQuestJuncture("end") if ALLOWED_LOCALES[CLIENT_LOCALE] then quest.reward_text = ReplaceKeywords(_G.GetRewardText()) end -- Make sure the quest NPC isn't erroneously recorded as giving reputation for quests which award it. reputation_npc_id = nil end function WDP:QUEST_DETAIL(event_name) local quest = UpdateQuestJuncture("begin") if not quest then return end quest.classes = quest.classes or {} quest.classes[PLAYER_CLASS] = true quest.races = quest.races or {} quest.races[(PLAYER_RACE == "Pandaren") and ("%s_%s"):format(PLAYER_RACE, PLAYER_FACTION or "Neutral") or PLAYER_RACE] = true end end -- do-block function WDP:QUEST_LOG_UPDATE(event_name) local selected_quest = _G.GetQuestLogSelection() -- Save current selection to be restored when we're done. local entry_index, processed_quests = 1, 0 local _, num_quests = _G.GetNumQuestLogEntries() while processed_quests <= num_quests do local _, _, _, _, is_header, _, _, _, quest_id = _G.GetQuestLogTitle(entry_index) if quest_id == 0 then processed_quests = processed_quests + 1 elseif not is_header then _G.SelectQuestLogEntry(entry_index); local quest = DBEntry("quests", quest_id) quest.timer = _G.GetQuestLogTimeLeft() quest.can_share = _G.GetQuestLogPushable() and true or nil processed_quests = processed_quests + 1 end entry_index = entry_index + 1 end _G.SelectQuestLogEntry(selected_quest) self:UnregisterEvent("QUEST_LOG_UPDATE") end function WDP:QUEST_PROGRESS(event_name) if not ALLOWED_LOCALES[CLIENT_LOCALE] then return end DBEntry("quests", _G.GetQuestID()).progress_text = ReplaceKeywords(_G.GetProgressText()) end function WDP:UNIT_QUEST_LOG_CHANGED(event_name, unit_id) if unit_id ~= "player" then return end self:RegisterEvent("QUEST_LOG_UPDATE") end do local TRADESKILL_TOOLS = { Anvil = anvil_spell_ids, Forge = forge_spell_ids, } function WDP:TRADE_SKILL_SHOW(event_name) local profession_name, prof_level = _G.GetTradeSkillLine() if profession_name == _G.UNKNOWN then return end if _G.TradeSkillFrame and _G.TradeSkillFrame:IsVisible() then -- Clear the search box focus so the scan will have correct results. local search_box = _G.TradeSkillFrameSearchBox search_box:SetText("") _G.TradeSkillSearch_OnTextChanged(search_box) search_box:ClearFocus() search_box:GetScript("OnEditFocusLost")(search_box) end local header_list = {} -- Save the current state of the TradeSkillFrame so it can be restored after we muck with it. local have_materials = _G.TradeSkillFrame.filterTbl.hasMaterials local have_skillup = _G.TradeSkillFrame.filterTbl.hasSkillUp if have_materials then _G.TradeSkillFrame.filterTbl.hasMaterials = false _G.TradeSkillOnlyShowMakeable(false) end if have_skillup then _G.TradeSkillFrame.filterTbl.hasSkillUp = false _G.TradeSkillOnlyShowSkillUps(false) end _G.SetTradeSkillInvSlotFilter(0, 1, 1) _G.TradeSkillUpdateFilterBar() _G.TradeSkillFrame_Update() -- Expand all headers so we can see all the recipes there are for tradeskill_index = 1, _G.GetNumTradeSkills() do local name, tradeskill_type, _, is_expanded = _G.GetTradeSkillInfo(tradeskill_index) if tradeskill_type == "header" or tradeskill_type == "subheader" then if not is_expanded then header_list[name] = true _G.ExpandTradeSkillSubClass(tradeskill_index) end else local spell_id = tonumber(_G.GetTradeSkillRecipeLink(tradeskill_index):match("^|c%x%x%x%x%x%x%x%x|H%w+:(%d+)")) local required_tool = _G.GetTradeSkillTools(tradeskill_index) if required_tool then for tool_name, registry in pairs(TRADESKILL_TOOLS) do if required_tool:find(tool_name) then registry[spell_id] = true end end end end end -- Restore the state of the things we changed. for tradeskill_index = 1, _G.GetNumTradeSkills() do local name, tradeskill_type, _, is_expanded = _G.GetTradeSkillInfo(tradeskill_index) if header_list[name] then _G.CollapseTradeSkillSubClass(tradeskill_index) end end _G.TradeSkillFrame.filterTbl.hasMaterials = have_materials _G.TradeSkillOnlyShowMakeable(have_materials) _G.TradeSkillFrame.filterTbl.hasSkillUp = have_skillup _G.TradeSkillOnlyShowSkillUps(have_skillup) _G.TradeSkillUpdateFilterBar() _G.TradeSkillFrame_Update() end end -- do-block function WDP:TRAINER_SHOW(event_name) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("target")) local npc = NPCEntry(unit_idnum) if not npc then return end npc.teaches = npc.teaches or {} -- Get the initial trainer filters local available = _G.GetTrainerServiceTypeFilter("available") local unavailable = _G.GetTrainerServiceTypeFilter("unavailable") local used = _G.GetTrainerServiceTypeFilter("used") -- Clear the trainer filters _G.SetTrainerServiceTypeFilter("available", 1) _G.SetTrainerServiceTypeFilter("unavailable", 1) _G.SetTrainerServiceTypeFilter("used", 1) for index = 1, _G.GetNumTrainerServices(), 1 do local spell_name, rank_name, _, _, required_level = _G.GetTrainerServiceInfo(index) if spell_name then DatamineTT:ClearLines() DatamineTT:SetTrainerService(index) local _, _, spell_id = DatamineTT:GetSpell() if spell_id then local profession, min_skill = _G.GetTrainerServiceSkillReq(index) profession = profession or "General" local class_professions = npc.teaches[PLAYER_CLASS] if not class_professions then npc.teaches[PLAYER_CLASS] = {} class_professions = npc.teaches[PLAYER_CLASS] end local profession_skills = class_professions[profession] if not profession_skills then class_professions[profession] = {} profession_skills = class_professions[profession] end profession_skills[spell_id] = ("%d:%d"):format(required_level, min_skill) end end end -- Reset the filters to what they were before _G.SetTrainerServiceTypeFilter("available", available or 0) _G.SetTrainerServiceTypeFilter("unavailable", unavailable or 0) _G.SetTrainerServiceTypeFilter("used", used or 0) end function WDP:UNIT_SPELLCAST_SENT(event_name, unit_id, spell_name, spell_rank, target_name, spell_line) if private.tracked_line or unit_id ~= "player" then return end local spell_label = private.SPELL_LABELS_BY_NAME[spell_name] if not spell_label then return end table.wipe(current_action) local tt_item_name, tt_item_link = _G.GameTooltip:GetItem() local tt_unit_name, tt_unit_id = _G.GameTooltip:GetUnit() if not tt_unit_name and _G.UnitName("target") == target_name then tt_unit_name = target_name tt_unit_id = "target" end local spell_flags = private.SPELL_FLAGS_BY_LABEL[spell_label] local zone_name, area_id, x, y, map_level, instance_token = CurrentLocationData() current_action.instance_token = instance_token current_action.map_level = map_level current_action.x = x current_action.y = y current_action.zone_data = ("%s:%d"):format(zone_name, area_id) current_action.spell_label = spell_label if not private.NON_LOOT_SPELL_LABELS[spell_label] then current_action.loot_label = spell_label:lower() end if tt_unit_name and not tt_item_name then if bit.band(spell_flags, AF.NPC) == AF.NPC then if not tt_unit_id or tt_unit_name ~= target_name then return end current_action.target_type = AF.NPC end elseif bit.band(spell_flags, AF.ITEM) == AF.ITEM then current_action.target_type = AF.ITEM if tt_item_name and tt_item_name == target_name then current_action.identifier = ItemLinkToID(tt_item_link) elseif target_name and target_name ~= "" then local _, target_item_link = _G.GetItemInfo(target_name) current_action.identifier = ItemLinkToID(target_item_link) end elseif not tt_item_name and not tt_unit_name then if bit.band(spell_flags, AF.OBJECT) == AF.OBJECT then if target_name == "" then return end current_action.object_name = target_name current_action.target_type = AF.OBJECT elseif bit.band(spell_flags, AF.ZONE) == AF.ZONE then local identifier = ("%s:%s"):format(spell_label, _G["GameTooltipTextLeft1"]:GetText() or "NONE") -- Possible fishing pool name. current_action.zone_data = UpdateDBEntryLocation("zones", identifier) current_action.target_type = AF.ZONE current_action.identifier = identifier end end private.tracked_line = spell_line end function WDP:UNIT_SPELLCAST_SUCCEEDED(event_name, unit_id, spell_name, spell_rank, spell_line, spell_id) if unit_id ~= "player" then return end private.tracked_line = nil if spell_name:match("^Harvest.+") then reputation_npc_id = current_target_id private.harvesting = true end if anvil_spell_ids[spell_id] then UpdateDBEntryLocation("objects", OBJECT_ID_ANVIL) elseif forge_spell_ids[spell_id] then UpdateDBEntryLocation("objects", OBJECT_ID_FORGE) end end function WDP:HandleSpellFailure(event_name, unit_id, spell_name, spell_rank, spell_line, spell_id) if unit_id ~= "player" then return end if private.tracked_line == spell_line then private.tracked_line = nil table.wipe(current_action) end end function WDP:ZONE_CHANGED(event_name) SetCurrentAreaID() end do local function SetUnitField(field, required_type) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc")) if not unit_idnum or (required_type and unit_type ~= required_type) then return end if unit_type == private.UNIT_TYPES.NPC then NPCEntry(unit_idnum)[field] = true elseif unit_type == private.UNIT_TYPES.OBJECT then DBEntry("objects", unit_idnum)[field] = true UpdateDBEntryLocation("objects", unit_idnum) end end function WDP:AUCTION_HOUSE_SHOW(event_name) SetUnitField("auctioneer", private.UNIT_TYPES.NPC) end function WDP:BANKFRAME_OPENED(event_name) SetUnitField("banker", private.UNIT_TYPES.NPC) end function WDP:BATTLEFIELDS_SHOW(event_name) SetUnitField("battlemaster", private.UNIT_TYPES.NPC) end function WDP:FORGE_MASTER_OPENED(event_name) SetUnitField("arcane_reforger", private.UNIT_TYPES.NPC) end function WDP:GOSSIP_SHOW(event_name) local gossip_options = { _G.GetGossipOptions() } for index = 2, #gossip_options, 2 do if gossip_options[index] == "binder" then SetUnitField("innkeeper", private.UNIT_TYPES.NPC) return end end end function WDP:GUILDBANKFRAME_OPENED(event_name) SetUnitField("guild_bank", private.UNIT_TYPES.OBJECT) end function WDP:TAXIMAP_OPENED(event_name) SetUnitField("flight_master", private.UNIT_TYPES.NPC) end function WDP:TRANSMOGRIFY_OPEN(event_name) SetUnitField("transmogrifier", private.UNIT_TYPES.NPC) end function WDP:VOID_STORAGE_OPEN(event_name) SetUnitField("void_storage", private.UNIT_TYPES.NPC) end end -- do-block