Mercurial > wow > wowdb-profiler
view Main.lua @ 27:120740b8a54f
Record what skills profession trainers train, the player's class, and each skill's minimum level and minimum profession level requirements.
author | James D. Callahan III <jcallahan@curse.com> |
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date | Thu, 17 May 2012 11:40:33 -0500 |
parents | 565af5d2002a |
children | 11afd2cc0b83 |
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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 ----------------------------------------------------------------------- -- 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 DatamineTT = _G.CreateFrame("GameTooltip", "WDPDatamineTT", _G.UIParent, "GameTooltipTemplate") DatamineTT:SetOwner(_G.WorldFrame, "ANCHOR_NONE") ----------------------------------------------------------------------- -- Local constants. ----------------------------------------------------------------------- local DATABASE_DEFAULTS = { global = { items = {}, npcs = {}, objects = {}, quests = {}, zones = {}, } } local EVENT_MAPPING = { COMBAT_LOG_EVENT_UNFILTERED = true, COMBAT_TEXT_UPDATE = true, LOOT_OPENED = true, MERCHANT_SHOW = "UpdateMerchantItems", MERCHANT_UPDATE = "UpdateMerchantItems", PET_BAR_UPDATE = true, PLAYER_TARGET_CHANGED = true, QUEST_COMPLETE = true, QUEST_DETAIL = true, QUEST_LOG_UPDATE = true, TRAINER_SHOW = 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, } local AF = private.ACTION_TYPE_FLAGS local PLAYER_CLASS = _G.select(2, _G.UnitClass("player")) ----------------------------------------------------------------------- -- Local variables. ----------------------------------------------------------------------- local db local durability_timer_handle local target_location_timer_handle local action_data = {} local faction_names = {} ----------------------------------------------------------------------- -- Helper Functions. ----------------------------------------------------------------------- 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 InstanceDifficultyToken() local _, instance_type, instance_difficulty, difficulty_name, _, _, is_dynamic = _G.GetInstanceInfo() if difficulty_name == "" then difficulty_name = "NONE" end return ("%s:%s:%s"):format(instance_type:upper(), difficulty_name:upper():gsub(" ", "_"), _G.tostring(is_dynamic)) 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 return _G.GetRealZoneText(), _G.GetCurrentMapAreaID(), ("%.2f"):format(x * 100), ("%.2f"):format(y * 100), map_level, InstanceDifficultyToken() end local function ItemLinkToID(item_link) if not item_link then return end return tonumber(item_link:match("item:(%d+)")) end do local UNIT_TYPE_BITMASK = 0x007 function WDP: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(-12, -9), 16) end return unit_type end end -- do-block local function UpdateObjectLocation(identifier) if not identifier then return end local zone_name, area_id, x, y, map_level, instance_token = CurrentLocationData() local object = DBEntry("objects", identifier) object.locations = object.locations or {} local location_token = ("%s:%d"):format(zone_name, area_id) if not object.locations[location_token] then object.locations[location_token] = {} end object.locations[location_token][("%s:%s:%s:%s"):format(instance_token, map_level, x, y)] = true 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(action_data) action_data.type = AF.ITEM action_data.item_id = item_id action_data.label = "contains" break end end end local function UpdateFactionNames() for faction_index = 1, 1000 do local faction_name, _, _, _, _, _, _, _, is_header = _G.GetFactionInfo(faction_index) if faction_name and not is_header then faction_names[faction_name] = true elseif not faction_name then break end end 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) if raw_db.build_num and raw_db.build_num < build_num then for entry in pairs(DATABASE_DEFAULTS.global) do db[entry] = {} end raw_db.build_num = build_num elseif not raw_db.build_num then raw_db.build_num = build_num end 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 durability_timer_handle = self:ScheduleRepeatingTimer("ProcessDurability", 30) target_location_timer_handle = self:ScheduleRepeatingTimer("UpdateTargetLocation", 0.2) _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) 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 function WDP:UpdateTargetLocation() local is_dead = _G.UnitIsDead("target") if not _G.UnitExists("target") or _G.UnitPlayerControlled("target") or (_G.UnitIsTapped("target") and not is_dead) then return end for index = 1, 4 do if not _G.CheckInteractDistance("target", index) then return end end local target_guid = _G.UnitGUID("target") local unit_type, unit_idnum = self:ParseGUID(target_guid) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then return end local zone_name, area_id, x, y, map_level, instance_token = CurrentLocationData() local npc_data = DBEntry("npcs", unit_idnum).encounter_data[("level_%d"):format(_G.UnitLevel("target"))] npc_data.locations = npc_data.locations or {} local location_token = ("%s:%d"):format(zone_name, area_id) if not npc_data.locations[location_token] then npc_data.locations[location_token] = {} end -- Only record corpse location if there is no entry for this GUID. if is_dead and npc_data.locations[location_token][target_guid] then return end npc_data.locations[location_token][target_guid] = ("%s:%s:%s:%s"):format(instance_token, map_level, x, y) end ----------------------------------------------------------------------- -- Event handlers. ----------------------------------------------------------------------- do local EXTRACT_GAS_SPELL_ID = 30427 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 = WDP: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 npc = DBEntry("npcs", source_id) local instance_token = InstanceDifficultyToken() npc.spells = npc.spells or {} npc.spells[instance_token] = npc.spells[instance_token] or {} npc.spells[instance_token][spell_id] = true end end local COMBAT_LOG_FUNCS = { SPELL_AURA_APPLIED = RecordNPCSpell, SPELL_CAST_START = RecordNPCSpell, SPELL_CAST_SUCCESS = RecordNPCSpell, UNIT_DISSIPATES = function(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags) -- TODO: Write this. end, } function WDP:COMBAT_LOG_EVENT_UNFILTERED(event, 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 end -- do-block function WDP:COMBAT_TEXT_UPDATE(event, message_type, faction_name, amount) local npc = DBEntry("npcs", action_data.identifier) if not npc then return end npc.encounter_data[action_data.npc_level].reputations = npc.encounter_data[action_data.npc_level].reputations or {} npc.encounter_data[action_data.npc_level].reputations[faction_name] = amount 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 (action_data.item_id and action_data.item_id ~= locked_item_id) then return false end action_data.item_id = 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 = WDP:ParseGUID(_G.UnitGUID("target")) action_data.identifier = id_num return true end, [AF.OBJECT] = true, [AF.ZONE] = function() return action_data.label and _G.IsFishingLoot() end, } local function GenericLootUpdate(data_type) local entry = DBEntry(data_type, action_data.identifier) print("GenericLootUpdate") if not entry then print(("Missing DB entry for %s (%s)"):format(data_type, tostring(action_data.identifier))) return end local loot_type = action_data.label or "drops" entry[loot_type] = entry[loot_type] or {} for index = 1, #action_data.loot_list do table.insert(entry[loot_type], action_data.loot_list[index]) end end local LOOT_UPDATE_FUNCS = { [AF.ITEM] = function() local item = DBEntry("items", action_data.item_id) local loot_type = action_data.label or "drops" item[loot_type] = item[loot_type] or {} for index = 1, #action_data.loot_list do table.insert(item[loot_type], action_data.loot_list[index]) end end, [AF.NPC] = function() GenericLootUpdate("npcs") end, [AF.OBJECT] = function() GenericLootUpdate("objects") end, [AF.ZONE] = function() local loot_type = action_data.label or "drops" local zone = DBEntry("zones", action_data.zone) zone[loot_type] = zone[loot_type] or {} local location_data = ("%s:%s:%s:%s"):format(action_data.instance_token, action_data.map_level, action_data.x, action_data.y) local loot_data = zone[loot_type][location_data] if not loot_data then zone[loot_type][location_data] = {} loot_data = zone[loot_type][location_data] end for index = 1, #action_data.loot_list do table.insert(loot_data, action_data.loot_list[index]) end end, } function WDP:LOOT_OPENED() if action_data.looting then return end if not action_data.type then action_data.type = AF.NPC end local verify_func = LOOT_VERIFY_FUNCS[action_data.type] local update_func = LOOT_UPDATE_FUNCS[action_data.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 -- TODO: Remove this check once the MoP client goes live local wow_version = private.wow_version local loot_registry = {} action_data.loot_list = {} action_data.looting = true if wow_version == "5.0.1" then 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) if slot_type == _G.LOOT_SLOT_ITEM then local item_id = ItemLinkToID(_G.GetLootSlotLink(loot_slot)) loot_registry[item_id] = (loot_registry[item_id]) or 0 + quantity elseif slot_type == _G.LOOT_SLOT_MONEY then table.insert(action_data.loot_list, ("money:%d"):format(_toCopper(item_text))) elseif slot_type == _G.LOOT_SLOT_CURRENCY then table.insert(action_data.loot_list, ("currency:%d:%s"):format(quantity, icon_texture:match("[^\\]+$"):lower())) end end else for loot_slot = 1, _G.GetNumLootItems() do local icon_texture, item_text, quantity, quality, locked = _G.GetLootSlotInfo(loot_slot) if _G.LootSlotIsItem(loot_slot) then local item_id = ItemLinkToID(_G.GetLootSlotLink(loot_slot)) loot_registry[item_id] = (loot_registry[item_id]) or 0 + quantity elseif _G.LootSlotIsCoin(loot_slot) then table.insert(action_data.loot_list, ("money:%d"):format(_toCopper(item_text))) elseif _G.LootSlotIsCurrency(loot_slot) then table.insert(action_data.loot_list, ("currency:%d:%s"):format(quantity, icon_texture:match("[^\\]+$"):lower())) end end end for item_id, quantity in pairs(loot_registry) do table.insert(action_data.loot_list, ("%d:%d"):format(item_id, quantity)) end update_func() end end -- do-block 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$"):format(_G.ITEM_REQ_ARENA_RATING_3V3_BG:gsub("%%d", "(%%d+)")), } function WDP:UpdateMerchantItems() local unit_type, unit_idnum = self:ParseGUID(_G.UnitGUID("target")) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then return end local merchant = DBEntry("npcs", unit_idnum) merchant.sells = merchant.sells or {} for item_index = 1, _G.GetMerchantNumItems() do local _, _, copper_price, stack_size, num_available, _, extended_cost = _G.GetMerchantItemInfo(item_index) local item_id = ItemLinkToID(_G.GetMerchantItemLink(item_index)) if item_id and item_id > 0 then local price_string = copper_price if extended_cost then local bg_points = 0 local personal_points = 0 DatamineTT:ClearLines() DatamineTT:SetMerchantItem(item_index) for line_index = 1, DatamineTT:NumLines() do local current_line = _G["WDPDatamineTTTextLeft" .. line_index] if not current_line then break end local breakout for match_index = 1, #POINT_MATCH_PATTERNS do local match1, match2 = current_line:GetText():match(POINT_MATCH_PATTERNS[match_index]) personal_points = personal_points + (match1 or 0) bg_points = bg_points + (match2 or 0) if match1 or match2 then breakout = true break end end if breakout then break end end local currency_list = {} price_string = ("%s:%s:%s"):format(price_string, bg_points, personal_points) for cost_index = 1, _G.GetMerchantItemCostInfo(item_index) do local icon_texture, amount_required, currency_link = _G.GetMerchantItemCostItem(item_index, cost_index) local currency_id = currency_link and ItemLinkToID(currency_link) or nil if not currency_id or currency_id < 1 then if not icon_texture then return end currency_id = icon_texture:match("[^\\]+$"):lower() end currency_list[#currency_list + 1] = ("(%s:%s)"):format(amount_required, currency_id) end for currency_index = 1, #currency_list do price_string = ("%s:%s"):format(price_string, currency_list[currency_index]) end end merchant.sells[("%s:%s:[%s]"):format(item_id, stack_size, price_string)] = num_available end end if _G.CanMerchantRepair() then merchant.can_repair = true end end function WDP:PET_BAR_UPDATE() if not action_data.label or not action_data.label == "mind_control" then return end local unit_type, unit_idnum = self:ParseGUID(_G.UnitGUID("pet")) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then return end DBEntry("npcs", unit_idnum).mind_control = true print("Wiping action_data") table.wipe(action_data) end 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 WDP:PLAYER_TARGET_CHANGED() if not _G.UnitExists("target") or _G.UnitPlayerControlled("target") then return end local unit_type, unit_idnum = self:ParseGUID(_G.UnitGUID("target")) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then return end local npc = DBEntry("npcs", unit_idnum) local _, class_token = _G.UnitClass("target") npc.class = class_token UpdateFactionNames() DatamineTT:ClearLines() DatamineTT:SetUnit("target") for line_index = 1, DatamineTT:NumLines() do local current_line = _G["WDPDatamineTTTextLeft" .. line_index] if not current_line then break end local line_text = current_line:GetText() if faction_names[line_text] then npc.faction = line_text break end end 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")]) npc.encounter_data = npc.encounter_data or {} local npc_level = ("level_%d"):format(_G.UnitLevel("target")) if not npc.encounter_data[npc_level] then npc.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") npc.encounter_data[npc_level].power = ("%s:%d"):format(POWER_TYPE_NAMES[_G.tostring(power_type)] or power_type, max_power) end end table.wipe(action_data) action_data.type = AF.NPC action_data.identifier = unit_idnum action_data.npc_level = npc_level end end -- do-block do local function UpdateQuestJuncture(point) local unit_name = _G.UnitName("questnpc") if not unit_name then return end local unit_type, unit_id = WDP:ParseGUID(_G.UnitGUID("questnpc")) if unit_type == private.UNIT_TYPES.OBJECT then UpdateObjectLocation(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() UpdateQuestJuncture("end") end function WDP:QUEST_DETAIL() local quest = UpdateQuestJuncture("begin") quest.classes = quest.classes or {} quest.classes[PLAYER_CLASS] = true local _, race = _G.UnitRace("player") quest.races = quest.races or {} quest.races[race] = true end end -- do-block function WDP:QUEST_LOG_UPDATE() self:UnregisterEvent("QUEST_LOG_UPDATE") end function WDP:UNIT_QUEST_LOG_CHANGED(event, unit_id) if unit_id ~= "player" then return end self:RegisterEvent("QUEST_LOG_UPDATE") end function WDP:TRAINER_SHOW() if not _G.IsTradeskillTrainer() then return end local unit_type, unit_idnum = self:ParseGUID(_G.UnitGUID("target")) local npc = DBEntry("npcs", unit_idnum) 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() 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 -- 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(action_data) 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] 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 action_data.type = AF.NPC action_data.label = spell_label:lower() action_data.unit_name = tt_unit_name end elseif bit.band(spell_flags, AF.ITEM) == AF.ITEM then action_data.type = AF.ITEM action_data.label = spell_label:lower() if tt_item_name and tt_item_name == target_name then action_data.item_id = ItemLinkToID(tt_item_link) elseif target_name and target_name ~= "" then local _, target_item_link = _G.GetItemInfo(target_name) action_data.item_id = ItemLinkToID(target_item_link) end elseif not tt_item_name and not tt_unit_name then local zone_name, area_id, x, y, map_level, instance_token = CurrentLocationData() action_data.instance_token = instance_token action_data.map_level = map_level action_data.name = target_name action_data.x = x action_data.y = y action_data.zone = ("%s:%d"):format(zone_name, area_id) if bit.band(spell_flags, AF.OBJECT) == AF.OBJECT then if target_name == "" then return end local identifier = ("%s:%s"):format(spell_label, target_name) UpdateObjectLocation(identifier) action_data.type = AF.OBJECT action_data.identifier = identifier elseif bit.band(spell_flags, AF.ZONE) == AF.ZONE then action_data.type = AF.ZONE action_data.label = spell_label:lower() end end -- print(("%s: '%s', '%s', '%s', '%s', '%s'"):format(event_name, unit_id, spell_name, spell_rank, target_name, spell_line)) 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 -- if private.SPELL_LABELS_BY_NAME[spell_name] then -- print(("%s: '%s', '%s', '%s', '%s', '%s'"):format(event_name, unit_id, spell_name, spell_rank, spell_line, spell_id)) -- end private.tracked_line = nil 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 end end