Mercurial > wow > wowdb-profiler
view Main.lua @ 17:632623625cd1
Minor clarification. Added support for recording fishing drops.
author | James D. Callahan III <jcallahan@curse.com> |
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date | Thu, 03 May 2012 16:48:50 -0500 |
parents | 9f314ea42267 |
children | 86f02232a9e5 |
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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 = { LOOT_CLOSED = true, LOOT_OPENED = true, MERCHANT_SHOW = "UpdateMerchantItems", MERCHANT_UPDATE = "UpdateMerchantItems", PLAYER_TARGET_CHANGED = true, QUEST_COMPLETE = true, QUEST_DETAIL = true, QUEST_LOG_UPDATE = true, QUEST_PROGRESS = 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 variables. ----------------------------------------------------------------------- local db local durability_timer_handle local target_location_timer_handle local action_data = {} ----------------------------------------------------------------------- -- Helper Functions. ----------------------------------------------------------------------- local function UnitEntry(unit_type, unit_id) if not unit_type or not unit_id then return end local unit = db[unit_type][unit_id] if not unit then db[unit_type][unit_id] = {} unit = db[unit_type][unit_id] end return unit 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 _, instance_type = _G.IsInInstance() return _G.GetRealZoneText(), ("%.2f"):format(x * 100), ("%.2f"):format(y * 100), map_level or 0, instance_type:upper() 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, x, y, map_level, instance_type = CurrentLocationData() local object = UnitEntry("objects", identifier) object.locations = object.locations or {} if not object.locations[zone_name] then object.locations[zone_name] = {} end object.locations[zone_name][("%s:%s:%s:%s"):format(instance_type, map_level, x, y)] = true end ----------------------------------------------------------------------- -- Methods. ----------------------------------------------------------------------- function WDP:OnInitialize() db = LibStub("AceDB-3.0"):New("WoWDBProfilerData", DATABASE_DEFAULTS, "Default").global local wow_version, build_num = _G.GetBuildInfo() local raw_db = _G["WoWDBProfilerData"] build_num = tonumber(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) 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 not _G.UnitExists("target") or _G.UnitPlayerControlled("target") or _G.UnitIsTapped("target") then return end for index = 1, 4 do if not _G.CheckInteractDistance("target", index) then return end 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 zone_name, x, y, map_level, instance_type = CurrentLocationData() local npc_data = UnitEntry("npcs", unit_idnum).stats[("level_%d"):format(_G.UnitLevel("target"))] npc_data.locations = npc_data.locations or {} if not npc_data.locations[zone_name] then npc_data.locations[zone_name] = {} end npc_data.locations[zone_name][("%s:%s:%s:%s"):format(instance_type, map_level, x, y)] = true end ----------------------------------------------------------------------- -- Event handlers. ----------------------------------------------------------------------- function WDP:LOOT_CLOSED() table.wipe(action_data) 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.id_num = id_num return true end, [AF.OBJECT] = true, [AF.ZONE] = function() return action_data.loot_type and _G.IsFishingLoot() end, } local LOOT_UPDATE_FUNCS = { [AF.ITEM] = function() local item = UnitEntry("items", action_data.item_id) local loot_type = action_data.loot_type 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() local npc = UnitEntry("npcs", action_data.id_num) if not npc then return end local loot_type = action_data.loot_type or "drops" npc[loot_type] = npc[loot_type] or {} for index = 1, #action_data.loot_list do table.insert(npc[loot_type], action_data.loot_list[index]) end end, [AF.OBJECT] = function() local object = UnitEntry("objects", action_data.identifier) object.drops = object.drops or {} for index = 1, #action_data.loot_list do table.insert(object.drops, action_data.loot_list[index]) end end, [AF.ZONE] = function() local loot_type = action_data.loot_type or "drops" local zone = UnitEntry("zones", action_data.zone) zone[loot_type] = zone[loot_type] or {} local location_data = ("%s:%s:%s:%s"):format(action_data.instance_type, 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 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 local loot_registry = {} action_data.loot_list = {} 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("[^\\]+$"):lower())) end end for item_id, quantity in pairs(loot_registry) do table.insert(action_data.loot_list, ("%d:%d"):format(item_id, quantity)) end update_func() end end -- do-block local POINT_MATCH_PATTERNS = { ("^%s$"):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 = UnitEntry("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 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 = UnitEntry("npcs", unit_idnum) local _, class_token = _G.UnitClass("target") npc.class = class_token -- TODO: Add faction here npc.gender = GENDER_NAMES[_G.UnitSex("target")] or "UNDEFINED" 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.stats = npc.stats or {} local npc_level = ("level_%d"):format(_G.UnitLevel("target")) if not npc.stats[npc_level] then npc.stats[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.stats[npc_level].power = ("%s:%d"):format(POWER_TYPE_NAMES[_G.tostring(power_type)] or power_type, max_power) end end end 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 = UnitEntry("quests", _G.GetQuestID()) quest[point] = quest[point] or {} quest[point][("%s:%d"):format(private.UNIT_TYPE_NAMES[unit_type + 1], unit_id)] = true end function WDP:QUEST_COMPLETE() UpdateQuestJuncture("end") end function WDP:QUEST_DETAIL() UpdateQuestJuncture("begin") end end -- do-block function WDP:QUEST_LOG_UPDATE() self:UnregisterEvent("QUEST_LOG_UPDATE") end function WDP:QUEST_PROGRESS() 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: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 action_data.type = nil -- This will be set as appropriate below 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.loot_type = spell_label:lower() end elseif bit.band(spell_flags, AF.ITEM) == AF.ITEM then action_data.type = AF.ITEM action_data.loot_type = 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, x, y, map_level, instance_type = CurrentLocationData() action_data.instance_type = instance_type action_data.map_level = map_level action_data.name = target_name action_data.x = x action_data.y = y action_data.zone = zone_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) 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.loot_type = 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