Mercurial > wow > wowdb-profiler
view Main.lua @ 52:2bfdce67c71e
Removed the special case kludge for Fishing location field name.
author | James D. Callahan III <jcallahan@curse.com> |
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date | Thu, 28 Jun 2012 14:36:36 -0500 |
parents | 9f23fb15adc5 |
children | 052c4075df13 |
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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 deformat = LibStub("LibDeformat-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 = { CHAT_MSG_LOOT = true, CHAT_MSG_SYSTEM = true, COMBAT_LOG_EVENT_UNFILTERED = true, COMBAT_TEXT_UPDATE = true, ITEM_TEXT_BEGIN = 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 PLAYER_GUID = _G.UnitGUID("player") local PLAYER_RACE = _G.select(2, _G.UnitRace("player")) ----------------------------------------------------------------------- -- Local variables. ----------------------------------------------------------------------- local db local durability_timer_handle local target_location_timer_handle local action_data = {} local currently_drunk local faction_standings = {} ----------------------------------------------------------------------- -- 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 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 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(), _G.GetCurrentMapAreaID(), 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(-12, -9), 16) end return unit_type end end -- do-block local UpdateNPCLocation do local COORD_MAX = 5 function UpdateNPCLocation(unit_idnum) local zone_name, area_id, x, y, map_level, difficulty_token = CurrentLocationData() local npc_data = NPCEntry(unit_idnum).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 {} 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 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(action_data) action_data.type = AF.ITEM action_data.identifier = item_id action_data.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() 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 and not is_header then faction_standings[faction_name] = STANDING_NAMES[current_standing] elseif not faction_name then break end end end end -- do-block local function GenericLootUpdate(data_type, top_field, inline_drops) local entry = DBEntry(data_type, action_data.identifier) if not entry then return end local loot_type = action_data.label or "drops" local loot_count = ("%s_count"):format(loot_type) local loot_data if top_field then entry[top_field] = entry[top_field] or {} entry[top_field][loot_count] = (entry[top_field][loot_count] or 0) + 1 entry[top_field][loot_type] = entry[top_field][loot_type] or {} loot_data = entry[top_field][loot_type] else entry[loot_count] = (entry[loot_count] or 0) + 1 entry[loot_type] = entry[loot_type] or {} loot_data = entry[loot_type] end for index = 1, #action_data.loot_list do table.insert(loot_data, action_data.loot_list[index]) 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) -- TODO: Un-comment this when MoP goes live. -- if raw_db.build_num and raw_db.build_num < build_num then -- for entry in pairs(DATABASE_DEFAULTS.global) do -- db[entry] = {} -- end -- end raw_db.build_num = build_num 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", 0.5) _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) 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() 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 unit_type, unit_idnum = ParseGUID(_G.UnitGUID("target")) if not unit_idnum or unit_type ~= private.UNIT_TYPES.NPC then return end UpdateNPCLocation(unit_idnum) end ----------------------------------------------------------------------- -- Event handlers. ----------------------------------------------------------------------- function WDP:CHAT_MSG_LOOT(event, message) if action_data.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 action_data.loot_list = { ("%d:%d"):format(item_id, quantity) } GenericLootUpdate("zones") table.wipe(action_data) 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, 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 COMBAT_LOG_FUNCS = { SPELL_AURA_APPLIED = RecordNPCSpell, SPELL_CAST_START = RecordNPCSpell, SPELL_CAST_SUCCESS = RecordNPCSpell, } 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 do 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, message_type, faction_name, amount) if message_type ~= "FACTION" then return end UpdateFactionData() if not faction_name or not faction_standings[faction_name] then return end local npc = NPCEntry(action_data.identifier) if not npc then return end local encounter_data = npc.encounter_data[InstanceDifficultyToken()].stats local reputation_data = encounter_data[action_data.npc_level].reputations if not reputation_data then reputation_data = {} encounter_data[action_data.npc_level].reputations = reputation_data end 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 reputation_data[("%s:%s"):format(faction_name, faction_standings[faction_name])] = math.floor(amount / modifier) end end -- do-block function WDP:ITEM_TEXT_BEGIN() 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 (action_data.identifier and action_data.identifier ~= locked_item_id) then return false end action_data.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")) action_data.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 npc = NPCEntry(action_data.identifier) if not npc then return end local encounter_data = npc.encounter_data[InstanceDifficultyToken()] local loot_type = action_data.label or "drops" npc.loot_counts = npc.loot_counts or {} npc.loot_counts[loot_type] = (npc.loot_counts[loot_type] or 0) + 1 encounter_data[loot_type] = encounter_data[loot_type] or {} for index = 1, #action_data.loot_list do table.insert(encounter_data[loot_type], action_data.loot_list[index]) end end, [AF.OBJECT] = function() GenericLootUpdate("objects", InstanceDifficultyToken()) end, [AF.ZONE] = function() local location_token = ("%s:%s:%s"):format(action_data.map_level, action_data.x, action_data.y) -- This will start life as a boolean true. if _G.type(action_data.zone_data[location_token]) ~= "table" then action_data.zone_data[location_token] = { drops = {} } end local loot_count = ("%s_count"):format(action_data.label or "drops") action_data.zone_data[location_token][loot_count] = (action_data.zone_data[location_token][loot_count] or 0) + 1 for index = 1, #action_data.loot_list do table.insert(action_data.zone_data[location_token].drops, 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 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+)")), } function WDP:UpdateMerchantItems(event) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("target")) if unit_type ~= private.UNIT_TYPES.NPC or not unit_idnum then return end local _, merchant_standing = UnitFactionStanding("target") local merchant = NPCEntry(unit_idnum) merchant.sells = merchant.sells or {} 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) if extended_cost then local bg_points = 0 local personal_points = 0 local required_conquest 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 required_conquest = current_line:GetText():match("Requires earning a total of (%d+)\nConquest Points for the season.") 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 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, bg_points, personal_points, required_conquest or 0) price_string = ("%s:%s:%s"):format(price_string, personal_points, required_conquest 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[("%s:%s:[%s]"):format(item_id, stack_size, price_string)] = num_available end end if _G.CanMerchantRepair() then merchant.can_repair = true end end end -- do-block 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 = 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(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") or currently_drunk then 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 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 table.wipe(action_data) action_data.type = AF.NPC action_data.identifier = unit_idnum action_data.npc_level = npc_level self:UpdateTargetLocation() 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 = 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() UpdateQuestJuncture("end") end function WDP:QUEST_DETAIL() local quest = UpdateQuestJuncture("begin") if not quest then return end 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() 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 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: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 = ParseGUID(_G.UnitGUID("target")) local npc = NPCEntry(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() 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(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] 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.x = x action_data.y = y action_data.zone = ("%s:%d"):format(zone_name, area_id) 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.identifier = ItemLinkToID(tt_item_link) elseif target_name and target_name ~= "" then local _, target_item_link = _G.GetItemInfo(target_name) action_data.identifier = ItemLinkToID(target_item_link) end elseif not tt_item_name and not tt_unit_name then action_data.name = target_name 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) UpdateDBEntryLocation("objects", identifier) action_data.type = AF.OBJECT action_data.identifier = identifier 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. action_data.zone_data = UpdateDBEntryLocation("zones", identifier) action_data.type = AF.ZONE action_data.identifier = identifier action_data.spell_label = spell_label 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 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