Mercurial > wow > wowdb-profiler
view Main.lua @ 484:679e2846ff88
Replaced 'GetCvar("portal")' with the library LibRealmInfo in order to get accurate server and region information (needed for world quest data recording).
author | MMOSimca <mmosimca@gmail.com> |
---|---|
date | Tue, 06 Sep 2016 09:31:06 -0400 |
parents | 271132f4fa77 |
children | 5e5ddb69f845 |
line wrap: on
line source
-- LUA API ------------------------------------------------------------ local _G = getfenv(0) local pairs = _G.pairs local tostring = _G.tostring local tonumber = _G.tonumber local bit = _G.bit local math = _G.math local table = _G.table local next = _G.next local select = _G.select local unpack = _G.unpack local C_Timer = _G.C_Timer -- ADDON NAMESPACE ---------------------------------------------------- local ADDON_NAME, private = ... local LibStub = _G.LibStub local WDP = LibStub("AceAddon-3.0"):NewAddon(ADDON_NAME, "AceConsole-3.0", "AceEvent-3.0") local deformat = LibStub("LibDeformat-3.0") local HereBeDragons = LibStub("HereBeDragons-1.0") local LibRealmInfo = LibStub("LibRealmInfo") local DatamineTT = _G.CreateFrame("GameTooltip", "WDPDatamineTT", _G.UIParent, "GameTooltipTemplate") DatamineTT:SetOwner(_G.WorldFrame, "ANCHOR_NONE") -- CONSTANTS ---------------------------------------------------------- local AF = private.ACTION_TYPE_FLAGS local CLIENT_LOCALE = _G.GetLocale() local DB_VERSION = 18 local DEBUGGING = false local EVENT_DEBUG = false local ITEM_ID_TIMBER = 114781 local LOOT_SOURCE_ID_REDUNDANT = 3 local LOOT_SOURCE_ID_GARRISON_CACHE = 10 local OBJECT_ID_ANVIL = 192628 local OBJECT_ID_FISHING_BOBBER = 35591 local OBJECT_ID_FORGE = 1685 local PLAYER_CLASS, PLAYER_CLASS_ID = _G.select(2, _G.UnitClass("player")) local PLAYER_FACTION = _G.UnitFactionGroup("player") local PLAYER_GUID local PLAYER_NAME = _G.UnitName("player") local PLAYER_RACE = _G.select(2, _G.UnitRace("player")) local LOOT_SLOT_CURRENCY = _G.LOOT_SLOT_CURRENCY local LOOT_SLOT_ITEM = _G.LOOT_SLOT_ITEM local LOOT_SLOT_MONEY = _G.LOOT_SLOT_MONEY -- Removed in Legion but still needed local ERR_QUEST_REWARD_ITEM_MULT_IS = _G.ERR_QUEST_REWARD_ITEM_MULT_IS or "Received %d of item: %s." local ERR_QUEST_REWARD_ITEM_S = _G.ERR_QUEST_REWARD_ITEM_S or "Received item: %s." local ALLOWED_LOCALES = { enUS = true, enGB = true, enTW = true, enCN = true, } local DATABASE_DEFAULTS = { char = {}, global = { config = { minimap_icon = { hide = true, }, }, items = {}, npcs = {}, objects = {}, quests = {}, spells = {}, zones = {}, } } local EVENT_MAPPING = { AUCTION_HOUSE_CLOSED = "ResumeChatLootRecording", AUCTION_HOUSE_SHOW = true, -- also triggers StopChatLootRecording BANKFRAME_CLOSED = "ResumeChatLootRecording", BANKFRAME_OPENED = true, -- also triggers StopChatLootRecording BATTLEFIELDS_SHOW = true, BLACK_MARKET_ITEM_UPDATE = true, BONUS_ROLL_RESULT = true, CHAT_MSG_CURRENCY = 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, CURSOR_UPDATE = true, FORGE_MASTER_OPENED = true, GARRISON_MISSION_NPC_CLOSED = "ResumeChatLootRecording", GARRISON_MISSION_NPC_OPENED = "StopChatLootRecording", GARRISON_SHIPYARD_NPC_CLOSED = "ResumeChatLootRecording", GARRISON_SHIPYARD_NPC_OPENED = "StopChatLootRecording", GOSSIP_CLOSED = "ResumeChatLootRecording", GOSSIP_SHOW = true, -- also triggers StopChatLootRecording GROUP_ROSTER_UPDATE = true, GUILDBANKFRAME_CLOSED = "ResumeChatLootRecording", GUILDBANKFRAME_OPENED = true, -- also triggers StopChatLootRecording ITEM_TEXT_BEGIN = true, ITEM_UPGRADE_MASTER_OPENED = true, LOOT_CLOSED = true, LOOT_OPENED = true, LOOT_SLOT_CLEARED = "HandleBadChatLootData", MAIL_CLOSED = "ResumeChatLootRecording", MAIL_SHOW = true, -- also triggers StopChatLootRecording MERCHANT_CLOSED = true, -- also triggers ResumeChatLootRecording MERCHANT_SHOW = "UpdateMerchantItems", -- also triggers StopChatLootRecording MERCHANT_UPDATE = "UpdateMerchantItems", PET_BAR_UPDATE = true, --PET_JOURNAL_LIST_UPDATE = true, PLAYER_REGEN_DISABLED = true, PLAYER_REGEN_ENABLED = true, PLAYER_TARGET_CHANGED = true, QUEST_COMPLETE = true, QUEST_DETAIL = true, QUEST_LOG_UPDATE = true, QUEST_PROGRESS = true, SHOW_LOOT_TOAST = true, SPELL_CONFIRMATION_PROMPT = true, TAXIMAP_OPENED = true, TRADE_CLOSED = "ResumeChatLootRecording", TRADE_SHOW = "StopChatLootRecording", TRADE_SKILL_SHOW = true, TRAINER_CLOSED = true, TRAINER_SHOW = true, TRANSMOGRIFY_OPEN = true, UNIT_PET = 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, } -- VARIABLES ---------------------------------------------------------- local anvil_spell_ids = {} local currently_drunk local char_db local global_db local group_member_guids = {} local group_owner_guids_to_pet_guids = {} local group_pet_guids = {} local in_instance local item_process_timer_handle local faction_standings = {} local forge_spell_ids = {} local languages_known = {} local boss_loot_toasting = {} local container_loot_toasting local loot_toast_container_id local raid_boss_id local loot_toast_container_timer_handle local loot_toast_data local loot_toast_data_timer_handle local name_to_id_map = {} local killed_boss_id_timer_handle local killed_npc_id local target_location_timer_handle local last_timber_spell_id local last_garrison_cache_object_id local block_chat_loot_data local chat_loot_data = {} local chat_loot_timer_handle local current_target_id local current_loot -- 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, } -- Timer prototypes local ClearKilledNPC, ClearKilledBossID, ClearLootToastContainerID, ClearLootToastData, ClearChatLootData -- HELPERS ------------------------------------------------------------ local function Debug(message, ...) if not DEBUGGING or not message then return end if ... then local args = { ... } for index = 1, #args do args[index] = tostring(args[index]) end _G.print(message:format(unpack(args))) else _G.print(message) end end local function InitializeCurrentLoot() current_loot = { list = {}, sources = {}, identifier = current_action.identifier, label = current_action.loot_label or "drops", map_level = current_action.map_level, object_name = current_action.object_name, spell_label = current_action.spell_label, target_type = current_action.target_type, x = current_action.x, y = current_action.y, zone_data = current_action.zone_data, } table.wipe(current_action) end local TradeSkillExecutePer do local header_list = {} function TradeSkillExecutePer(iter_func) if not _G.TradeSkillFrame or not _G.TradeSkillFrame:IsVisible() then return end local recipes = _G.C_TradeSkillUI.GetAllRecipeIDs() if recipes and (#recipes > 0) then for i = 1, #recipes do if iter_func(_G.C_TradeSkillUI.GetRecipeInfo(recipes[i]).name, recipes[i]) then break end end end end end -- do-block 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() -- Sometimes, instance information is returned when not in an instance. This check protects against that. if _G.IsInInstance() then local _, instance_type, instance_difficulty, _, _, _, is_dynamic = _G.GetInstanceInfo() if not instance_type or instance_type == "" then instance_type = "NONE" end return ("%s:%d:%s"):format(instance_type:upper(), instance_difficulty, tostring(is_dynamic)) end return "NONE:0:false" end local function CurrentLocationData() local x, y, current_area_id, map_level = HereBeDragons:GetPlayerZonePosition(true) local zone_name = _G.GetRealZoneText() -- Put coordinates into expected format (as integers, they don't get a billion decimals output in the SavedVariables) local x_int = nil if (x and type(x) == "number") then x_int = _G.floor(x * 1000) -- Limit precision to 0.2 if x_int % 2 ~= 0 then x_int = x_int + 1 end -- Prevent out of bounds coordinates if (x_int < 0 or x_int > 1000) then x_int = nil end end local y_int = nil if (y and type(y) == "number") then y_int = _G.floor(y * 1000) -- Limit precision to 0.2 if y_int % 2 ~= 0 then y_int = y_int + 1 end -- Prevent out of bounds coordinates if (y_int < 0 or y_int > 1000) then y_int = nil end end return zone_name, current_area_id, x_int, y_int, map_level, InstanceDifficultyToken() end local function DBEntry(data_type, unit_id) if not data_type or not unit_id then return end local category = global_db[data_type] if not category then category = {} global_db[data_type] = category end local unit = category[unit_id] if not unit then unit = {} category[unit_id] = unit end return unit end private.DBEntry = DBEntry local NPCEntry do local npc_prototype = {} local npc_meta = { __index = npc_prototype } function NPCEntry(identifier) local npc = DBEntry("npcs", identifier) return npc and _G.setmetatable(npc, npc_meta) or nil end function npc_prototype:EncounterData(difficulty_token) self.encounter_data = self.encounter_data or {} self.encounter_data[difficulty_token] = self.encounter_data[difficulty_token] or {} self.encounter_data[difficulty_token].stats = self.encounter_data[difficulty_token].stats or {} return self.encounter_data[difficulty_token] end end local UpdateDBEntryLocation do -- Fishing node coordinate code based on code in GatherMate2 with permission from Kagaro. local function FishingCoordinates(x, y, yard_width, yard_height) local facing = _G.GetPlayerFacing() if not facing then return x, y end local rad = facing + math.pi return x + math.sin(rad) * 15 / yard_width, y + math.cos(rad) * 15 / yard_height end function UpdateDBEntryLocation(entry_type, identifier) if not identifier then return end local zone_name, area_id, x, y, map_level, difficulty_token = CurrentLocationData() if not (zone_name and area_id and x and y and map_level) then Debug("UpdateDBEntryLocation: Missing current location data - %s, %s, %s, %s, %s.", tostring(zone_name), tostring(area_id), tostring(x), tostring(y), tostring(map_level)) return end 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 -- Special case for Fishing. if current_action.spell_label == "FISHING" then local _, qx, qy = _G.GetWorldLocFromMapPos(0, 0) local _, wx, wy = _G.GetWorldLocFromMapPos(1, 1) local yard_width, yard_height = qy - wy, qx - wx if yard_width > 0 and yard_height > 0 then x, y = FishingCoordinates(x, y, yard_width, yard_height) current_action.x = x current_action.y = y end end local location_token = ("%d:%d:%d"):format(map_level, x, y) zone_data[location_token] = zone_data[location_token] or true return zone_data end end -- do-block local function CurrencyLinkToTexture(currency_link) if not currency_link then return end local _, _, texture_path = _G.GetCurrencyInfo(tonumber(currency_link:match("currency:(%d+)"))) return texture_path:match("[^\\]+$"):lower() end local function ItemLinkToID(item_link) if not item_link then return end return tonumber(tostring(item_link):match("item:(%d+)")) end private.ItemLinkToID = ItemLinkToID local function UnitTypeIsNPC(unit_type) return unit_type == private.UNIT_TYPES.NPC or unit_type == private.UNIT_TYPES.VEHICLE end local ParseGUID do local UNIT_TYPES = private.UNIT_TYPES local NPC_ID_MAPPING = { [62164] = 63191, -- Garalon } local function MatchUnitTypes(unit_type_name) if not unit_type_name then return UNIT_TYPES.UNKNOWN end for def, text in next, UNIT_TYPES do if unit_type_name == text then return UNIT_TYPES[def] end end return UNIT_TYPES.UNKNOWN end function ParseGUID(guid) if not guid then return end -- We might want to use some of this new information later, but leaving the returns alone for now local unit_type_name, unk_id1, server_id, instance_id, unk_id2, unit_idnum, spawn_id = ("-"):split(guid) local unit_type = MatchUnitTypes(unit_type_name) if unit_type ~= UNIT_TYPES.PLAYER and unit_type ~= UNIT_TYPES.PET and unit_type ~= UNIT_TYPES.ITEM then local id_mapping = NPC_ID_MAPPING[unit_idnum] if id_mapping and UnitTypeIsNPC(unit_type) then unit_idnum = id_mapping end return unit_type, unit_idnum end return unit_type end private.ParseGUID = ParseGUID end -- do-block 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 local any_loot = false -- Check if Blizzard has marked this item as officially having a chance of containing loot if bag_index and slot_index then local _, _, _, _, _, is_lootable = _G.GetContainerItemInfo(bag_index, slot_index) if is_lootable then any_loot = true end end -- Check if we've marked this item as one Blizzard provides bad is_lootable data for if private.CONTAINER_ITEM_ID_LIST[item_id] ~= nil then any_loot = true end -- Going to block 'chat-loot data' at this level for now because I don't think we actually want normal item containers being recorded in these scenarios either. if any_loot and not block_chat_loot_data then -- For item containers that open instantly with no spell cast if (private.CONTAINER_ITEM_ID_LIST[item_id] == true) and ((not _G.GetNumLootItems()) or (_G.GetNumLootItems() == 0)) then ClearChatLootData() Debug("HandleItemUse: Beginning chat-based loot timer for item with ID %d.", item_id) chat_loot_timer_handle = C_Timer.NewTimer(1.5, ClearChatLootData) chat_loot_data.identifier = item_id -- For normal item containers else table.wipe(current_action) current_loot = nil current_action.target_type = AF.ITEM current_action.identifier = item_id current_action.loot_label = "contains" 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) local unit_name = _G.UnitName(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_name ~= unit_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, LootTable do 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_loot.label local loot_count = ("%s_count"):format(loot_type) local source_list = {} if current_loot.sources then for source_guid, loot_data in pairs(current_loot.sources) do local source_id if current_loot.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_loot.identifier else local _, unit_ID = ParseGUID(source_guid) if unit_ID then if current_loot.target_type == AF.OBJECT then source_id = ("%s:%s"):format(current_loot.spell_label, unit_ID) else source_id = unit_ID end end end local entry = DBEntry(data_type, source_id) if entry then local loot_table = LootTable(entry, loot_type, top_field) if not source_list[source_id] then if top_field then entry[top_field][loot_count] = (entry[top_field][loot_count] or 0) + 1 elseif not container_loot_toasting then entry[loot_count] = (entry[loot_count] or 0) + 1 end source_list[source_id] = true end UpdateDBEntryLocation(data_type, source_id) if current_loot.target_type == AF.ZONE then for item_id, quantity in pairs(loot_data) do table.insert(loot_table, ("%d:%d"):format(item_id, quantity)) end else for loot_token, quantity in pairs(loot_data) do local label, currency_texture = (":"):split(loot_token) if label == "currency" and currency_texture then table.insert(loot_table, ("currency:%d:%s"):format(quantity, currency_texture)) elseif loot_token == "money" then table.insert(loot_table, ("money:%d"):format(quantity)) else table.insert(loot_table, ("%d:%d"):format(loot_token, quantity)) end end end end end end -- This is used for Gas Extractions. if #current_loot.list <= 0 then return end local entry -- At this point we only have a name if it's an object. -- (As of 5.x, the above statement is almost never true, but there are a few cases, like gas extractions.) if current_loot.target_type == AF.OBJECT then entry = DBEntry(data_type, ("%s:%s"):format(current_loot.spell_label, current_loot.object_name)) else entry = DBEntry(data_type, current_loot.identifier) end if not entry then return end local loot_table = LootTable(entry, loot_type, top_field) if current_loot.identifier then if not source_list[current_loot.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 source_list[current_loot.identifier] = true end end for index = 1, #current_loot.list do table.insert(loot_table, current_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 -- TIMERS ------------------------------------------------------------- function ClearKilledNPC() killed_npc_id = nil end function ClearKilledBossID() if killed_boss_id_timer_handle then killed_boss_id_timer_handle:Cancel() killed_boss_id_timer_handle = nil end table.wipe(boss_loot_toasting) raid_boss_id = nil end function ClearLootToastContainerID() if loot_toast_container_timer_handle then loot_toast_container_timer_handle:Cancel() loot_toast_container_timer_handle = nil end container_loot_toasting = false loot_toast_container_id = nil end function ClearLootToastData() if loot_toast_data_timer_handle then loot_toast_data_timer_handle:Cancel() loot_toast_data_timer_handle = nil end if loot_toast_data then table.wipe(loot_toast_data) end end function ClearChatLootData() if not chat_loot_timer_handle then table.wipe(chat_loot_data) return end Debug("ClearChatLootData: Ending chat-based loot timer.") chat_loot_timer_handle:Cancel() chat_loot_timer_handle = nil if chat_loot_data.identifier and (private.CONTAINER_ITEM_ID_LIST[chat_loot_data.identifier] ~= nil) and chat_loot_data.loot then -- A slimmed down (and more importantly, separate) version of GenericLootUpdate, specifically for AF.ITEM and chat_loot_data local entry = DBEntry("items", chat_loot_data.identifier) if entry then local loot_table = LootTable(entry, "contains") entry["contains_count"] = (entry["contains_count"] or 0) + 1 for loot_token, quantity in pairs(chat_loot_data.loot) do local label, currency_texture = (":"):split(loot_token) if label == "currency" and currency_texture then table.insert(loot_table, ("currency:%d:%s"):format(quantity, currency_texture)) elseif loot_token == "money" then table.insert(loot_table, ("money:%d"):format(quantity)) else table.insert(loot_table, ("%d:%d"):format(loot_token, quantity)) end end end end table.wipe(chat_loot_data) end -- METHODS ------------------------------------------------------------ function WDP:OnInitialize() local db = LibStub("AceDB-3.0"):New("WoWDBProfilerData", DATABASE_DEFAULTS, "Default") private.db = db global_db = db.global char_db = db.char local raw_db = _G.WoWDBProfilerData local build_num = tonumber(private.build_num) -- Get current region from LibRealmInfo (and account for the fact that PTR and Beta return nil) local current_region = LibRealmInfo:GetCurrentRegion() or "XX" -- Wipe all data if DB version or build number changed if (raw_db.version and raw_db.version < DB_VERSION) or (raw_db.build_num and raw_db.build_num < build_num) then for entry in pairs(DATABASE_DEFAULTS.global) do global_db[entry] = {} end end raw_db.build_num = build_num raw_db.region = current_region raw_db.version = DB_VERSION private.InitializeCommentSystem() self:RegisterChatCommand("comment", private.ProcessCommentCommand) end function WDP:EventDispatcher(...) local event_name = ... if DEBUGGING then if event_name == "COMBAT_LOG_EVENT_UNFILTERED" then Debug(event_name) else Debug(...) end end local func = EVENT_MAPPING[event_name] if _G.type(func) == "boolean" then self[event_name](self, ...) elseif _G.type(func) == "function" then self[func](self, ...) end end function WDP:OnEnable() PLAYER_GUID = _G.UnitGUID("player") for event_name, mapping in pairs(EVENT_MAPPING) do if EVENT_DEBUG then self:RegisterEvent(event_name, "EventDispatcher") else self:RegisterEvent(event_name, (_G.type(mapping) ~= "boolean") and mapping or nil) end end for index = 1, _G.GetNumLanguages() do languages_known[_G.GetLanguageByIndex(index)] = true end -- These two timers loop indefinitely using Lua's infinity constant item_process_timer_handle = C_Timer.NewTicker(30, WDP.ProcessItems, math.huge) target_location_timer_handle = C_Timer.NewTicker(0.5, WDP.UpdateTargetLocation, math.huge) _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) self:GROUP_ROSTER_UPDATE() end local function RecordItemData(item_id, item_link, process_bonus_ids, durability) local _, _, item_string = item_link:find("^|%x+|H(.+)|h%[.+%]") local item if item_string then local item_results = { (":"):split(item_string) } local suffix_id = tonumber(item_results[8]) or 0 local unique_id = tonumber(item_results[9]) or 0 --local level = tonumber(item_results[10]) --local specialization_id = tonumber(item_results[11]) --local upgrade_type_id = tonumber(item_results[12]) local instance_difficulty_id = tonumber(item_results[13]) or 0 local num_bonus_ids = tonumber(item_results[14]) or 0 -- upgrade_value is optional in 6.2! can be detected using upgrade_type_id, but it's just as easy to check like this local upgrade_value = tonumber(item_results[15 + num_bonus_ids]) or 0 local unk_item_field_1 = tonumber(item_results[16 + num_bonus_ids]) or 0 local unk_item_field_2 = tonumber(item_results[17 + num_bonus_ids]) or 0 --if unk_item_field_1 > 0 then Debug("unk_item_field_1 for %s is non-zero, specifically %d.", item_link, unk_item_field_1) end --if unk_item_field_2 > 0 then Debug("unk_item_field_2 for %s is non-zero, specifically %d.", item_link, unk_item_field_2) end -- If there is anything special (non-zero) for this item then we need to make note of everything if math.max(suffix_id, instance_difficulty_id, num_bonus_ids, upgrade_value) ~= 0 then item = DBEntry("items", item_id) item.suffix_id = suffix_id item.unique_id = bit.band(unique_id, 0xFFFF) item.instance_difficulty_id = instance_difficulty_id item.upgrade_value = upgrade_value if process_bonus_ids then -- Get ready for bonus IDs if not item.seen_bonuses then item.seen_bonuses = {} end if num_bonus_ids > 0 then -- We want the bonus ID combo output to be in the form ["bonusID1:bonusID2:bonusID3"] = true -- And sorted numerically with the smallest bonusID first local sorted_bonus_string = "" local min_bonus_id_array = {} for iterations = 1, num_bonus_ids do -- Find minimum of this iteration local min_bonus_id = 100000 for bonus_index = 1, num_bonus_ids do local temp_bonus_id = tonumber(item_results[14 + bonus_index]) if temp_bonus_id and (not min_bonus_id_array[temp_bonus_id]) and (temp_bonus_id < min_bonus_id) then min_bonus_id = temp_bonus_id end end -- Keep track of already processed IDs min_bonus_id_array[min_bonus_id] = true -- Build string if iterations == 1 then sorted_bonus_string = sorted_bonus_string .. tostring(min_bonus_id) else sorted_bonus_string = sorted_bonus_string .. ":" .. tostring(min_bonus_id) end end item.seen_bonuses[sorted_bonus_string] = true Debug("RecordItemData: Recorded bonus IDs %s for item %d.", sorted_bonus_string, item_id) else item.seen_bonuses["0"] = true end end end end if durability and durability > 0 then item = item or DBEntry("items", item_id) item.durability = durability end end function WDP:ProcessItems() for slot_index = _G.INVSLOT_FIRST_EQUIPPED, _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) RecordItemData(item_id, _G.GetInventoryItemLink("player", slot_index), false, 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) RecordItemData(item_id, _G.GetContainerItemLink(bag_index, slot_index), false, max_durability) end end end end local TargetedNPC 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 TargetedNPC() 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 not unit_idnum or not UnitTypeIsNPC(unit_type) 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:EncounterData(InstanceDifficultyToken()).stats local npc_level = ("level_%d"):format(_G.UnitLevel("target")) local level_data = encounter_data[npc_level] if not level_data then level_data = {} encounter_data[npc_level] = level_data end level_data.max_health = level_data.max_health or _G.UnitHealthMax("target") if not level_data.power then local max_power = _G.UnitPowerMax("target") if max_power > 0 then local power_type = _G.UnitPowerType("target") level_data.power = ("%s:%d"):format(POWER_TYPE_NAMES[tostring(power_type)] or power_type, max_power) end end name_to_id_map[_G.UnitName("target")] = 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.UnitIsTapDenied("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 = TargetedNPC() if not npc then return end local zone_name, area_id, x, y, map_level, difficulty_token = CurrentLocationData() if not (zone_name and area_id and x and y and map_level) then Debug("UpdateTargetLocation: Missing current location data - %s, %s, %s, %s, %s.", tostring(zone_name), tostring(area_id), tostring(x), tostring(y), tostring(map_level)) return end local npc_data = npc:EncounterData(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[("%d:%d:%d"):format(map_level, x, y)] = true end end -- do-block function WDP:HandleBadChatLootData(...) ClearChatLootData() end -- EVENT HANDLERS ----------------------------------------------------- -- This function (and the following function) are to stop 'HandleItemUse' from triggering when you put an item that would normally be opened into the bank, guild bank, etc. function WDP:StopChatLootRecording(event_name) if not block_chat_loot_data then Debug("%s: Pausing chat-based loot recording.", event_name) ClearChatLootData() block_chat_loot_data = true end end function WDP:ResumeChatLootRecording(event_name) if block_chat_loot_data then Debug("%s: Resuming chat-based loot recording.", event_name) block_chat_loot_data = false end end -- For now, bonus roll data only pollutes the true drop percentages. We still want to capture the data from SPELL_CONFIRMATION_PROMPT because of legendary quest items though. function WDP:BONUS_ROLL_RESULT(event_name) Debug("%s: Bonus roll detected; stopping loot recording for this boss to avoid recording bonus loot.", event_name) ClearKilledBossID() ClearLootToastContainerID() end function WDP:BLACK_MARKET_ITEM_UPDATE(event_name) if not ALLOWED_LOCALES[CLIENT_LOCALE] then return end local num_items = _G.C_BlackMarket.GetNumItems() or 0 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 local function UpdateUnitPet(unit_guid, unit_id) local current_pet_guid = group_owner_guids_to_pet_guids[unit_guid] if current_pet_guid then group_owner_guids_to_pet_guids[unit_guid] = nil group_pet_guids[current_pet_guid] = nil end local pet_guid = _G.UnitGUID(unit_id .. "pet") if pet_guid then group_owner_guids_to_pet_guids[unit_guid] = pet_guid group_pet_guids[pet_guid] = true end end function WDP:GROUP_ROSTER_UPDATE(event_name) local is_raid = _G.IsInRaid() local unit_type = is_raid and "raid" or "party" local group_size = is_raid and _G.GetNumGroupMembers() or _G.GetNumSubgroupMembers() table.wipe(group_member_guids) for index = 1, group_size do local unit_id = unit_type .. index local unit_guid = _G.UnitGUID(unit_id) group_member_guids[unit_guid] = true UpdateUnitPet(unit_guid, unit_id) end group_member_guids[PLAYER_GUID] = true end function WDP:UNIT_PET(event_name, unit_id) UpdateUnitPet(_G.UnitGUID(unit_id), unit_id) end function WDP:SHOW_LOOT_TOAST(event_name, loot_type, item_link, quantity, spec_ID, sex_ID, is_personal, loot_source) if not loot_type or (loot_type ~= "item" and loot_type ~= "money" and loot_type ~= "currency") then Debug("%s: loot_type is %s. Item link is %s, and quantity is %d.", event_name, loot_type, item_link, quantity) return end -- Need information on the most recent args, so using this complete debug statement for now Debug("%s: loot_type: %s, item_link: %s, quantity: %s, spec_ID: %s, sex_ID: %s, is_personal: %s, loot_source: %s", event_name, loot_type, item_link, quantity, spec_ID, sex_ID, is_personal, loot_source) -- Handle Garrison cache specially if loot_source and (loot_source == LOOT_SOURCE_ID_GARRISON_CACHE) and last_garrison_cache_object_id then -- Record location data for cache UpdateDBEntryLocation("objects", ("OPENING:%d"):format(last_garrison_cache_object_id)) -- Add drop data local currency_texture = CurrencyLinkToTexture(item_link) if currency_texture and currency_texture ~= "" then -- Check for top level object data local object_entry = DBEntry("objects", ("OPENING:%d"):format(last_garrison_cache_object_id)) local difficulty_token = InstanceDifficultyToken() if object_entry[difficulty_token] then -- Increment loot count object_entry[difficulty_token]["opening_count"] = (object_entry[difficulty_token]["opening_count"] or 0) + 1 Debug("%s: %s X %d", event_name, currency_texture, quantity) object_entry[difficulty_token]["opening"] = object_entry[difficulty_token]["opening"] or {} table.insert(object_entry[difficulty_token]["opening"], ("currency:%d:%s"):format(quantity, currency_texture)) else Debug("%s: When handling the Garrison cache, the top level loot data was missing for objectID %d.", event_name, last_garrison_cache_object_id) end else Debug("%s: Currency texture is nil, from currency link %s", event_name, item_link) end -- Wipe object ID until future mouseover last_garrison_cache_object_id = nil elseif raid_boss_id then local npc = NPCEntry(raid_boss_id) if npc then local loot_label = "drops" local encounter_data = npc:EncounterData(InstanceDifficultyToken()) encounter_data[loot_label] = encounter_data[loot_label] or {} encounter_data.loot_counts = encounter_data.loot_counts or {} if loot_type == "item" then local item_id = ItemLinkToID(item_link) if item_id then Debug("%s: %s X %d (%d)", event_name, item_link, quantity, item_id) RecordItemData(item_id, item_link, true) table.insert(encounter_data[loot_label], ("%d:%d"):format(item_id, quantity)) else Debug("%s: ItemID is nil, from item link %s", event_name, item_link) return end elseif loot_type == "money" then Debug("%s: money X %d", event_name, quantity) table.insert(encounter_data[loot_label], ("money:%d"):format(quantity)) elseif loot_type == "currency" then local currency_texture = CurrencyLinkToTexture(item_link) if currency_texture and currency_texture ~= "" then Debug("%s: %s X %d", event_name, currency_texture, quantity) table.insert(encounter_data[loot_label], ("currency:%d:%s"):format(quantity, currency_texture)) else Debug("%s: Currency texture is nil, from currency link %s", event_name, item_link) return end end if not boss_loot_toasting[raid_boss_id] then encounter_data.loot_counts[loot_label] = (encounter_data.loot_counts[loot_label] or 0) + 1 boss_loot_toasting[raid_boss_id] = true -- Do not count further loots until timer expires or another boss is killed end end elseif loot_toast_container_id then InitializeCurrentLoot() -- Fake the loot characteristics to match that of an actual container item current_loot.identifier = loot_toast_container_id current_loot.label = "contains" current_loot.target_type = AF.ITEM current_loot.sources[loot_toast_container_id] = current_loot.sources[loot_toast_container_id] or {} if loot_type == "item" then local item_id = ItemLinkToID(item_link) if item_id then Debug("%s: %s X %d (%d)", event_name, item_link, quantity, item_id) RecordItemData(item_id, item_link, true) current_loot.sources[loot_toast_container_id][item_id] = (current_loot.sources[loot_toast_container_id][item_id] or 0) + quantity else Debug("%s: ItemID is nil, from item link %s", event_name, item_link) current_loot = nil return end elseif loot_type == "money" then Debug("%s: money X %d", event_name, quantity) current_loot.sources[loot_toast_container_id]["money"] = (current_loot.sources[loot_toast_container_id]["money"] or 0) + quantity elseif loot_type == "currency" then local currency_texture = CurrencyLinkToTexture(item_link) if currency_texture and currency_texture ~= "" then Debug("%s: %s X %d", event_name, currency_texture, quantity) local currency_token = ("currency:%s"):format(currency_texture) current_loot.sources[loot_toast_container_id][currency_token] = (current_loot.sources[loot_toast_container_id][currency_token] or 0) + quantity else Debug("%s: Currency texture is nil, from currency link %s", event_name, item_link) current_loot = nil return end end GenericLootUpdate("items") current_loot = nil container_loot_toasting = true -- Do not count further loots until timer expires or another container is opened elseif loot_source and (loot_source == LOOT_SOURCE_ID_REDUNDANT) and chat_loot_timer_handle then -- Handle currency loot toasts for chat-based loot (we do this instead of reading currency chat messages because the chat messages are very delayed) if loot_type == "currency" then local currency_texture = CurrencyLinkToTexture(item_link) if currency_texture and currency_texture ~= "" then -- Verify that we're still assigning data to the right items if chat_loot_data.identifier and (private.CONTAINER_ITEM_ID_LIST[chat_loot_data.identifier] ~= nil) then local currency_token = ("currency:%s"):format(currency_texture) Debug("%s: Captured currency for chat-based loot recording. %s X %d", event_name, currency_token, quantity) chat_loot_data.loot = chat_loot_data.loot or {} chat_loot_data.loot[currency_token] = (chat_loot_data.loot[currency_token] or 0) + quantity else -- If not, cancel the timer and wipe the loot table early Debug("%s: Canceled chat-based loot recording because we would have assigned the wrong loot!", event_name) ClearChatLootData() end else Debug("%s: Currency texture is nil, from currency link %s", event_name, item_link) end -- Handle money loot toasts for chat-based loot (we do this instead of reading money chat messages because the chat messages are very delayed) elseif loot_type == "money" then -- Verify that we're still assigning data to the right items if chat_loot_data.identifier and (private.CONTAINER_ITEM_ID_LIST[chat_loot_data.identifier] ~= nil) then Debug("%s: Captured money for chat-based loot recording. money X %d", event_name, quantity) chat_loot_data.loot = chat_loot_data.loot or {} chat_loot_data.loot["money"] = (chat_loot_data.loot["money"] or 0) + quantity else -- If not, cancel the timer and wipe the loot table early Debug("%s: Canceled chat-based loot recording because we would have assigned the wrong loot!", event_name) ClearChatLootData() end end else Debug("%s: NPC and Container are nil, storing loot toast data for 5 seconds.", event_name) loot_toast_data = loot_toast_data or {} loot_toast_data[#loot_toast_data + 1] = { loot_type, item_link, quantity } local item_id = ItemLinkToID(item_link) if item_id then RecordItemData(item_id, item_link, true) end loot_toast_data_timer_handle = C_Timer.NewTimer(5, ClearLootToastData) end end do local CHAT_MSG_CURRENCY_UPDATE_FUNCS = { [AF.NPC] = function(currency_texture, quantity) Debug("CHAT_MSG_CURRENCY: AF.NPC currency:%s (%d)", currency_texture, quantity) end, [AF.ZONE] = function(currency_texture, quantity) local currency_token = ("currency:%s"):format(currency_texture) Debug("CHAT_MSG_CURRENCY: AF.ZONE %s (%d)", currency_token, quantity) InitializeCurrentLoot() current_loot.list[1] = ("%s:%d"):format(currency_token, quantity) GenericLootUpdate("zones") current_loot = nil end, } function WDP:CHAT_MSG_CURRENCY(event_name, message) local category local currency_link, quantity = deformat(message, _G.CURRENCY_GAINED_MULTIPLE) if not currency_link then quantity, currency_link = 1, deformat(message, _G.CURRENCY_GAINED) end local currency_texture = CurrencyLinkToTexture(currency_link) if not currency_texture or currency_texture == "" then return end -- Set update category if current_action.spell_label == "FISHING" then category = AF.ZONE elseif raid_boss_id then category = AF.NPC end -- Take action based on update category local update_func = CHAT_MSG_CURRENCY_UPDATE_FUNCS[category] if not category or not update_func then return end update_func(currency_texture, quantity) end local BLACKLISTED_ITEMS = { [114116] = true, [114119] = true, [114120] = true, [116980] = true, [120319] = true, [120320] = true, [139593] = true, [139594] = true, [140590] = true, } local CHAT_MSG_LOOT_UPDATE_FUNCS = { [AF.ITEM] = function(item_id, quantity) -- Verify that we're still assigning data to the right items if chat_loot_data.identifier and (private.CONTAINER_ITEM_ID_LIST[chat_loot_data.identifier] ~= nil) then Debug("CHAT_MSG_LOOT: AF.ITEM %d (%d)", item_id, quantity) chat_loot_data.loot = chat_loot_data.loot or {} chat_loot_data.loot[item_id] = (chat_loot_data.loot[item_id] or 0) + quantity else -- If not, cancel the timer and wipe the loot table early Debug("CHAT_MSG_LOOT: We would have assigned the wrong loot!") ClearChatLootData() end end, [AF.NPC] = function(item_id, quantity) Debug("CHAT_MSG_LOOT: AF.NPC %d (%d)", item_id, quantity) end, [AF.OBJECT] = function(item_id, quantity) Debug("CHAT_MSG_LOOT: AF.OBJECT %d (%d)", item_id, quantity) -- Check for top level object data local object_entry = DBEntry("objects", ("OPENING:%s"):format(private.LOGGING_SPELL_ID_TO_OBJECT_ID_MAP[last_timber_spell_id])) local difficulty_token = InstanceDifficultyToken() if object_entry[difficulty_token] then -- Increment loot count object_entry[difficulty_token]["opening_count"] = (object_entry[difficulty_token]["opening_count"] or 0) + 1 -- Add drop data object_entry[difficulty_token]["opening"] = object_entry[difficulty_token]["opening"] or {} table.insert(object_entry[difficulty_token]["opening"], ("%d:%d"):format(item_id, quantity)) else Debug("CHAT_MSG_LOOT: When handling timber, the top level data was missing for objectID %s.", private.LOGGING_SPELL_ID_TO_OBJECT_ID_MAP[last_timber_spell_id]) end end, [AF.ZONE] = function(item_id, quantity) Debug("CHAT_MSG_LOOT: AF.ZONE %d (%d)", item_id, quantity) InitializeCurrentLoot() current_loot.list[1] = ("%d:%d"):format(item_id, quantity) GenericLootUpdate("zones") current_loot = nil end, } function WDP:CHAT_MSG_LOOT(event_name, message) local category 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 local item_id = ItemLinkToID(item_link) if not item_id then return end -- Set update category if last_timber_spell_id and item_id == ITEM_ID_TIMBER then category = AF.OBJECT -- Recently changed from ~= "EXTRACT_GAS" because of some occassional bad data, and, as far as I know, no benefit. elseif current_action.spell_label == "FISHING" then category = AF.ZONE elseif raid_boss_id then category = AF.NPC elseif chat_loot_timer_handle then category = AF.ITEM end -- We still want to record the item's data, even if it doesn't need its drop location recorded RecordItemData(item_id, item_link, true) -- Take action based on update category local update_func = CHAT_MSG_LOOT_UPDATE_FUNCS[category] if not category or not update_func or BLACKLISTED_ITEMS[item_id] then return end update_func(item_id, quantity) end 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", ".+")), } local RECIPE_MATCH = _G.ERR_LEARN_RECIPE_S:gsub("%%s", "(.*)") local function RecordDiscovery(tradeskill_name, tradeskill_index) if tradeskill_name == private.discovered_recipe_name then DBEntry("spells", tonumber(_G.C_TradeSkillUI.GetRecipeLink(tradeskill_index):match("^|c%x%x%x%x%x%x%x%x|H%w+:(%d+)"))).discovery = ("%d:%d"):format(private.previous_spell_id, private.profession_level) private.discovered_recipe_name = nil private.profession_level = nil private.previous_spell_id = nil return true end end local function IterativeRecordDiscovery() TradeSkillExecutePer(RecordDiscovery) end function WDP:CHAT_MSG_SYSTEM(event_name, message) local item_link, quantity = deformat(message, ERR_QUEST_REWARD_ITEM_MULT_IS) if not item_link then quantity, item_link = 1, deformat(message, ERR_QUEST_REWARD_ITEM_S) end local item_id = ItemLinkToID(item_link) -- If it isn't a quest message, check the other uses of system messages if not item_id then if not private.trainer_shown then local recipe_name = message:match(RECIPE_MATCH) if recipe_name and private.previous_spell_id then local profession_name, prof_level = _G.C_TradeSkillUI.GetTradeSkillLine() if profession_name == _G.UNKNOWN then return end private.discovered_recipe_name = recipe_name private.profession_level = prof_level C_Timer.After(0.2, IterativeRecordDiscovery) end end 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 return end -- If it is an item, parse its link RecordItemData(item_id, item_link, true) end end 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) -- Spells that are cast by players/NPCs that are mistakely assigned as being cast by the target; must be blacklisted local BLACKLISTED_SPELLS = { [117526] = true, -- Binding Shot (cast by Hunters) [121308] = true, -- Disguise (cast by Rogues) [132464] = true, -- Chi Wave (cast by Monks) [132467] = true, -- Chi Wave (cast by Monks) [167432] = true, -- Savagery (cast by Warsong Commander) [175077] = true, -- Fearsome Battle Standard (cast by Fearsome Battle Standard item) [176813] = true, -- Itchy Spores (cast by Marsh Creatures in Ashran) [183901] = true, -- Stolen Strength (cast by Felblood NPCs in Tanaan Jungle) [183904] = true, -- Stolen Speed (cast by Felblood NPCs in Tanaan Jungle) [183907] = true, -- Stolen Fervor (cast by Felblood NPCs in Tanaan Jungle) [213738] = true, -- Taste of Blood (applied by Fate and Fortune, Combat Rogue artifacts) [213877] = true, -- Vampiric Aura (used by Nathrezim Invasion bosses and transformed players) [215377] = true, -- The Maw Must Feed (applied by Maw of the Damned, Blood Death Knight artifact) [224762] = true, -- Leyline Rift (summoned by players with Leyline Mastery in Suramar) [225832] = true, -- Nightglow Wisp (cast by players using Wisp in a Bottle toy) } 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 or BLACKLISTED_SPELLS[spell_id] then return end local source_type, source_id = ParseGUID(source_guid) if not source_id or not UnitTypeIsNPC(source_type) 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):EncounterData(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 previous_combat_event = {} 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_idnum and UnitTypeIsNPC(unit_type) 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 not unit_idnum or not UnitTypeIsNPC(unit_type) then Debug("%s: %s is not an NPC, or has no ID.", sub_event, dest_name or _G.UNKNOWN) ClearKilledNPC() private.harvesting = nil return end if source_guid == "" then source_guid = nil end local killer_guid = source_guid or previous_combat_event.source_guid local killer_name = source_name or previous_combat_event.source_name if not previous_combat_event.party_damage then --Debug("%s: %s was killed by %s (not group member or pet).", sub_event, dest_name or _G.UNKNOWN, killer_name or _G.UNKNOWN) -- broken in Patch 5.4 table.wipe(previous_combat_event) ClearKilledNPC() else --Debug("%s: %s was killed by %s.", sub_event, dest_name or _G.UNKNOWN, killer_name or _G.UNKNOWN) -- broken in Patch 5.4 end killed_npc_id = unit_idnum C_Timer.After(0.1, ClearKilledNPC) end, } local NON_DAMAGE_EVENTS = { SPELL_AURA_APPLIED = true, SPELL_AURA_REMOVED = true, SPELL_AURA_REMOVED_DOSE = true, SPELL_CAST_FAILED = true, SWING_MISSED = true, } local DAMAGE_EVENTS = { RANGE_DAMAGE = true, SPELL_BUILDING_DAMAGE = true, SPELL_DAMAGE = true, SPELL_PERIODIC_DAMAGE = true, SWING_DAMAGE = true, } 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 if DAMAGE_EVENTS[sub_event] then table.wipe(previous_combat_event) previous_combat_event.source_name = source_name if source_guid ~= dest_guid and (in_instance or group_member_guids[source_guid] or group_pet_guids[source_guid]) then previous_combat_event.party_damage = true end end return end combat_log_func(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, ...) if NON_DAMAGE_EVENTS[sub_event] then table.wipe(previous_combat_event) end end local DIPLOMACY_SPELL_ID = 20599 local MR_POP_RANK1_SPELL_ID = 78634 local MR_POP_RANK2_SPELL_ID = 78635 local TRADING_PACT_SPELL_ID = 170200 function WDP:COMBAT_TEXT_UPDATE(event_name, message_type, faction_name, amount) if message_type ~= "FACTION" or not killed_npc_id then return end UpdateFactionData() if not faction_name or not faction_standings[faction_name] then return end local npc = NPCEntry(killed_npc_id) ClearKilledNPC() if not npc then private.harvesting = nil return end npc.harvested = private.harvesting private.harvesting = nil local modifier = 1 -- Check for modifiers from known spells 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 if _G.IsSpellKnown(TRADING_PACT_SPELL_ID) then modifier = modifier + 0.2 end -- Determine faction ID local faction_ID for pseudo_faction_name, faction_data_table in pairs(private.FACTION_DATA) do if faction_name == faction_data_table[3] then -- Check ignore flag if faction_data_table[2] then return end faction_ID = faction_data_table[1] break end end if faction_ID and faction_ID > 0 then -- Check for modifiers from Commendations (applied directly to the faction, account-wide) local _, _, _, _, _, _, _, _, _, _, _, _, _, _, has_bonus_rep_gain = GetFactionInfoByID(faction_ID) if has_bonus_rep_gain then modifier = modifier + 1 end end -- Check for modifiers from buffs for buff_name, buff_data_table in pairs(private.REP_BUFFS) do if _G.UnitBuff("player", buff_name) then local modded_faction = buff_data_table.faction if not modded_faction or faction_name == modded_faction then if buff_data_table.ignore then -- Some buffs from tabards convert all rep of other factions into rep for a specific faction. -- We can't know what faction the rep was orginally from, so we must ignore the data entirely in these cases. return else modifier = modifier + buff_data_table.modifier end 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:CURSOR_UPDATE(event_name) if current_action.fishing_target or _G.Minimap:IsMouseOver() then return end local text = _G["GameTooltipTextLeft1"]:GetText() -- Handle Fishing if (current_action.spell_label == "FISHING") then if not text or text == "Fishing Bobber" then text = "NONE" else current_action.fishing_target = true end current_action.identifier = ("%s:%s"):format(current_action.spell_label, text) -- Handle Garrison Cache elseif private.GARRISON_CACHE_OBJECT_NAME_TO_OBJECT_ID_MAP[text] then last_garrison_cache_object_id = private.GARRISON_CACHE_OBJECT_NAME_TO_OBJECT_ID_MAP[text] end end 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 LOOT_OPENED_VERIFY_FUNCS = { -- Item containers can be AOE-looted in Patch 5.4.2 if the user clicks fast enough, but this verification still works as long as they both have loot. [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, _, _, is_lootable = _G.GetContainerItemInfo(bag_index, slot_index) if is_locked and is_lootable then locked_item_id = ItemLinkToID(_G.GetContainerItemLink(bag_index, slot_index)) break end end if locked_item_id then break end end if (not current_action.spell_label == "DISENCHANT") and (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() return not _G.IsFishingLoot() end, [AF.OBJECT] = function() return not _G.IsFishingLoot() end, [AF.ZONE] = function() current_action.zone_data = UpdateDBEntryLocation("zones", current_action.identifier) return _G.IsFishingLoot() end, } local LOOT_OPENED_UPDATE_FUNCS = { [AF.ITEM] = function() GenericLootUpdate("items") end, [AF.NPC] = function() local difficulty_token = InstanceDifficultyToken() local loot_label = current_loot.label local source_list = {} for source_guid, loot_data in pairs(current_loot.sources) do local _, source_id = ParseGUID(source_guid) local npc = NPCEntry(source_id) if npc then local encounter_data = npc:EncounterData(difficulty_token) encounter_data[loot_label] = encounter_data[loot_label] or {} if not source_list[source_guid] then encounter_data.loot_counts = encounter_data.loot_counts or {} encounter_data.loot_counts[loot_label] = (encounter_data.loot_counts[loot_label] or 0) + 1 source_list[source_guid] = true end for loot_token, quantity in pairs(loot_data) do local loot_type, currency_texture = (":"):split(loot_token) if loot_type == "currency" and currency_texture then table.insert(encounter_data[loot_label], ("currency:%d:%s"):format(quantity, currency_texture)) elseif loot_token == "money" then table.insert(encounter_data[loot_label], ("money:%d"):format(quantity)) else table.insert(encounter_data[loot_label], ("%d:%d"):format(loot_token, quantity)) end end end end end, [AF.OBJECT] = function() GenericLootUpdate("objects", InstanceDifficultyToken()) end, [AF.ZONE] = function() if not (current_loot.map_level and current_loot.x and current_loot.y and current_loot.zone_data) then return end local location_token = ("%d:%d:%d"):format(current_loot.map_level, current_loot.x, current_loot.y) -- This will start life as a boolean true. if _G.type(current_loot.zone_data[location_token]) ~= "table" then current_loot.zone_data[location_token] = { drops = {} } end local loot_count = ("%s_count"):format(current_loot.label) current_loot.zone_data[location_token][loot_count] = (current_loot.zone_data[location_token][loot_count] or 0) + 1 if current_loot.sources then for source_guid, loot_data in pairs(current_loot.sources) do for item_id, quantity in pairs(loot_data) do table.insert(current_loot.zone_data[location_token].drops, ("%d:%d"):format(item_id, quantity)) end end end if #current_loot.list <= 0 then return end for index = 1, #current_loot.list do table.insert(current_loot.zone_data[location_token].drops, current_loot.list[index]) end end, } -- Prevent opening the same loot window multiple times from recording data multiple times. local loot_guid_registry = {} function WDP:LOOT_CLOSED(event_name) ClearChatLootData() current_loot = nil table.wipe(current_action) end local function ExtrapolatedCurrentActionFromLootData(event_name) local log_source = event_name .. "- ExtrapolatedCurrentActionFromLootData" local previous_spell_label = current_action.spell_label local extrapolated_guid_registry = {} local num_guids = 0 table.wipe(current_action) if _G.IsFishingLoot() then -- Set up a proper 'fishing' current_action table local zone_name, area_id, x, y, map_level, instance_token = CurrentLocationData() if not (zone_name and area_id and x and y and map_level) then Debug("%s: Missing current location data - %s, %s, %s, %s, %s.", log_source, tostring(zone_name), tostring(area_id), tostring(x), tostring(y), tostring(map_level)) return end 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 = "FISHING" current_action.loot_label = "fishing" current_action.identifier = "FISHING:NONE" current_action.target_type = AF.ZONE Debug("%s: Fishing loot detected.", log_source) return true end -- Loot extrapolation cannot handle objects that need special spell labels (like HERBALISM or MINING) (MIND_CONTROL is okay) if previous_spell_label and private.SPELL_FLAGS_BY_LABEL[previous_spell_label] and not private.NON_LOOT_SPELL_LABELS[previous_spell_label] then Debug("%s: Problematic spell label %s found. Loot extrapolation for this set of loot would have run an increased risk of introducing bad data into the system.", log_source, private.previous_spell_id) return false end for loot_slot = 1, _G.GetNumLootItems() do local loot_info = { _G.GetLootSourceInfo(loot_slot) } for loot_index = 1, #loot_info, 2 do local source_guid = loot_info[loot_index] if not extrapolated_guid_registry[source_guid] then local unit_type, unit_idnum = ParseGUID(source_guid) if unit_type and unit_idnum then extrapolated_guid_registry[source_guid] = { unit_type, unit_idnum } num_guids = num_guids + 1 end end end end if num_guids == 0 then Debug("%s: No GUIDs found in loot. Blank loot window?", log_source) return false end local num_npcs = 0 local num_objects = 0 local num_itemcontainers = 0 for source_guid, guid_data in pairs(extrapolated_guid_registry) do local unit_type = guid_data[1] local loot_label = (unit_type == private.UNIT_TYPES.OBJECT) and "opening" or (UnitTypeIsNPC(unit_type) and "drops") or ((unit_type == private.UNIT_TYPES.PLAYER) and "contains") if loot_label then local unit_idnum = guid_data[2] if loot_guid_registry[loot_label] and loot_guid_registry[loot_label][source_guid] then Debug("%s: Previously scanned loot for unit with GUID %s and identifier %s.", log_source, source_guid, unit_idnum) elseif unit_type == private.UNIT_TYPES.OBJECT and unit_idnum ~= OBJECT_ID_FISHING_BOBBER then current_action.loot_label = loot_label current_action.spell_label = "OPENING" current_action.target_type = AF.OBJECT current_action.identifier = unit_idnum num_objects = num_objects + 1 elseif UnitTypeIsNPC(unit_type) then current_action.loot_label = loot_label current_action.target_type = AF.NPC current_action.identifier = unit_idnum num_npcs = num_npcs + 1 elseif unit_type == private.UNIT_TYPES.PLAYER then -- Item container GUIDs are currently of the 'PLAYER' type; this may be unintended and could change in the future. current_action.loot_label = loot_label current_action.target_type = AF.ITEM -- current_action.identifier assigned during loot verification. num_itemcontainers = num_itemcontainers + 1 end else -- Bail here; not only do we not know what this unit is, but we don't want to attribute loot to something that doesn't actually drop it. Debug("%s: Unit with GUID %s has unsupported type for looting.", log_source, source_guid) return false end end if not current_action.target_type then Debug("%s: Failure to obtain target_type.", log_source) return false end -- We can't figure out what dropped the loot. This shouldn't ever happen, but hey - Blizzard does some awesome stuff on occasion. if (num_npcs > 0 and num_objects + num_itemcontainers > 0) or (num_objects > 0 and num_npcs + num_itemcontainers > 0) or (num_itemcontainers > 0 and num_npcs + num_objects > 0) then Debug("%s: Mixed target types are not supported. NPCs - %d, Objects - %d, Item Containers - %d.", log_source, num_npcs, num_objects, num_itemcontainers) return false end return true end function WDP:LOOT_OPENED(event_name) ClearChatLootData() if current_loot then current_loot = nil Debug("%s: Previous loot did not process in time for this event. Attempting to extrapolate current_action from loot data.", event_name) if not ExtrapolatedCurrentActionFromLootData(event_name) then Debug("%s: Unable to extrapolate current_action. Aborting attempts to handle loot for now.", event_name) return end end if not current_action.target_type then if not ExtrapolatedCurrentActionFromLootData(event_name) then Debug("%s: Unable to extrapolate current_action. Aborting attempts to handle loot for now.", event_name) return end end local verify_func = LOOT_OPENED_VERIFY_FUNCS[current_action.target_type] local update_func = LOOT_OPENED_UPDATE_FUNCS[current_action.target_type] if not verify_func or not update_func then Debug("%s: The current action's target type is unsupported or nil.", event_name) return end if _G.type(verify_func) == "function" and not verify_func() then Debug("%s: The current action type, %s, is supported but has failed loot verification.", event_name, private.ACTION_TYPE_NAMES[current_action.target_type]) return end local guids_used = {} InitializeCurrentLoot() loot_guid_registry[current_loot.label] = loot_guid_registry[current_loot.label] or {} for loot_slot = 1, _G.GetNumLootItems() do local texturefiledataID, item_text, slot_quantity, quality, locked = _G.GetLootSlotInfo(loot_slot) local slot_type = _G.GetLootSlotType(loot_slot) local loot_info = { _G.GetLootSourceInfo(loot_slot) } local loot_link = _G.GetLootSlotLink(loot_slot) -- 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[current_loot.label][source_guid] then local loot_quantity = loot_info[loot_index + 1] -- There is a new bug in 5.4.0 that causes GetLootSlotInfo() to (rarely) return nil values for slot_quantity. if slot_quantity then -- We need slot_quantity to account for an old bug where loot_quantity is sometimes '1' for stacks of items, such as cloth. if slot_quantity > loot_quantity then loot_quantity = slot_quantity end local source_type, source_id = ParseGUID(source_guid) local source_key = ("%s:%d"):format(source_type, source_id) if slot_type == LOOT_SLOT_ITEM then if loot_link then local item_id = ItemLinkToID(loot_link) Debug("GUID: %s - Type:ID: %s - ItemID: %d - Amount: %d (%d)", loot_info[loot_index], source_key, item_id, loot_info[loot_index + 1], slot_quantity) current_loot.sources[source_guid] = current_loot.sources[source_guid] or {} current_loot.sources[source_guid][item_id] = (current_loot.sources[source_guid][item_id] or 0) + loot_quantity guids_used[source_guid] = true else Debug("%s: Loot link is nil for loot slot %d of the entity with GUID %s and Type:ID: %s.", event_name, loot_slot, loot_info[loot_index], source_key) end elseif slot_type == LOOT_SLOT_MONEY then Debug("GUID: %s - Type:ID: %s - Money - Amount: %d (%d)", loot_info[loot_index], source_key, loot_info[loot_index + 1], slot_quantity) if current_loot.target_type == AF.ZONE then table.insert(current_loot.list, ("money:%d"):format(loot_quantity)) else current_loot.sources[source_guid] = current_loot.sources[source_guid] or {} current_loot.sources[source_guid]["money"] = (current_loot.sources[source_guid]["money"] or 0) + loot_quantity guids_used[source_guid] = true end elseif slot_type == LOOT_SLOT_CURRENCY then -- Same bug with GetLootSlotInfo() will screw up currency when it happens, so we won't process this slot's loot. if loot_link then local icon_texture = CurrencyLinkToTexture(loot_link) Debug("GUID: %s - Type:ID: %s - Currency: %s - Amount: %d (%d)", loot_info[loot_index], source_key, icon_texture, loot_info[loot_index + 1], slot_quantity) if current_loot.target_type == AF.ZONE then table.insert(current_loot.list, ("currency:%d:%s"):format(loot_quantity, icon_texture)) else local currency_token = ("currency:%s"):format(icon_texture) current_loot.sources[source_guid] = current_loot.sources[source_guid] or {} current_loot.sources[source_guid][currency_token] = (current_loot.sources[source_guid][currency_token] or 0) + loot_quantity guids_used[source_guid] = true end else Debug("%s: Loot link is nil for loot slot %d of the entity with GUID %s and Type:ID: %s.", event_name, loot_slot, loot_info[loot_index], source_key) end end else -- If this is nil, then the item's quantity could be wrong if loot_quantity is wrong, so we won't process this slot's loot. Debug("%s: Slot quantity is nil for loot slot %d of the entity with GUID %s and Type:ID: %s.", event_name, loot_slot, loot_info[loot_index], source_key) end end end end for guid in pairs(guids_used) do loot_guid_registry[current_loot.label][guid] = true end update_func() end end -- do-block function WDP:MAIL_SHOW(event_name) WDP:StopChatLootRecording(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: .*" local current_merchant local merchant_standing function WDP:MERCHANT_CLOSED(event_name) WDP:ResumeChatLootRecording(event_name) current_merchant = nil merchant_standing = nil end function WDP:UpdateMerchantItems(event_name) if not current_merchant or event_name == "MERCHANT_SHOW" then WDP:StopChatLootRecording(event_name) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc")) if not unit_idnum or not UnitTypeIsNPC(unit_type) then return end local _, faction_standing = UnitFactionStanding("npc") merchant_standing = faction_standing current_merchant = NPCEntry(unit_idnum) current_merchant.sells = current_merchant.sells or {} end local current_filters = _G.GetMerchantFilter() _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)) DatamineTT:ClearLines() DatamineTT:SetMerchantItem(item_index) if not item_id then local item_name, item_link = DatamineTT:GetItem() item_id = ItemLinkToID(item_link) -- GetMerchantItemLink() still ocassionally fails as of Patch 6.0.2. It fails so badly that debug functions cause considerable slowdown. end if item_id and item_id > 0 then local price_string = ActualCopperCost(copper_price, merchant_standing) 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 -- The third return (Blizz calls "currency_link") of GetMerchantItemCostItem only returns item links as of Patch 5.3.0. local icon_texture, amount_required, item_link = _G.GetMerchantItemCostItem(item_index, cost_index) local currency_identifier = item_link and ItemLinkToID(item_link) or nil if (not currency_identifier or currency_identifier < 1) and icon_texture then currency_identifier = icon_texture:match("[^\\]+$"):lower() end if currency_identifier then currency_list[#currency_list + 1] = ("(%s:%s)"):format(amount_required, currency_identifier) end end for currency_index = 1, #currency_list do price_string = ("%s:%s"):format(price_string, currency_list[currency_index]) end end current_merchant.sells[item_id] = ("%s:%s:[%s]"):format(num_available, stack_size, price_string) end end if _G.CanMerchantRepair() then current_merchant.can_repair = true end _G.SetMerchantFilter(current_filters) _G.MerchantFrame_Update() end end -- do-block function WDP:PET_BAR_UPDATE(event_name) if not private.NON_LOOT_SPELL_LABELS[current_action.spell_label] then return end local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("pet")) if not unit_idnum or not UnitTypeIsNPC(unit_type) then return end NPCEntry(unit_idnum).mind_control = true table.wipe(current_action) end -- This function produces data currently unused by wowdb.com, and it causes unneeded bloat in the raw lua DB. --[[local LPJ = LibStub("LibPetJournal-2.0") function WDP:PET_JOURNAL_LIST_UPDATE(event_name) if DEBUGGING then return end 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) if rarity then local rarity_name = _G["BATTLE_PET_BREED_QUALITY" .. rarity] 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 end]]-- function WDP:PLAYER_REGEN_DISABLED(event_name) private.in_combat = true end function WDP:PLAYER_REGEN_ENABLED(event_name) private.in_combat = nil end function WDP:PLAYER_TARGET_CHANGED(event_name) if not TargetedNPC() then return end current_action.target_type = AF.NPC 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")) Debug("UpdateQuestJuncture: Updating quest juncture for %s.", ("%s:%d"):format(private.UNIT_TYPE_NAMES[unit_type], unit_id)) 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], unit_id)] = true return quest end function WDP:QUEST_COMPLETE(event_name) local quest = UpdateQuestJuncture("end") if not quest then return 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. ClearKilledNPC() 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, } local function RegisterTools(tradeskill_name, tradeskill_index) local link = _G.C_TradeSkillUI.GetRecipeLink(tradeskill_index) if link then local spell_id = tonumber(link:match("^|c%x%x%x%x%x%x%x%x|H%w+:(%d+)")) local required_tool = _G.C_TradeSkillUI.GetRecipeTools(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 function WDP:TRADE_SKILL_SHOW(event_name) local profession_name, prof_level = _G.C_TradeSkillUI.GetTradeSkillLine() if profession_name == _G.UNKNOWN then return end TradeSkillExecutePer(RegisterTools) end end -- do-block function WDP:TRAINER_CLOSED(event_name) private.trainer_shown = nil end function WDP:TRAINER_SHOW(event_name) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc")) local trainer = NPCEntry(unit_idnum) if not trainer then return end local _, trainer_standing = UnitFactionStanding("npc") trainer.teaches = trainer.teaches or {} private.trainer_shown = true -- Get the initial trainer filters local available = _G.GetTrainerServiceTypeFilter("available") and 1 or 0 local unavailable = _G.GetTrainerServiceTypeFilter("unavailable") and 1 or 0 local used = _G.GetTrainerServiceTypeFilter("used") and 1 or 0 -- 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 class_professions = trainer.teaches[PLAYER_CLASS] if not class_professions then trainer.teaches[PLAYER_CLASS] = {} class_professions = trainer.teaches[PLAYER_CLASS] end local profession, min_skill = _G.GetTrainerServiceSkillReq(index) profession = profession or "General" 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:%d"):format(required_level, min_skill, _G.GetTrainerServiceCost(index)) 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 Debug("UNIT_SPELLCAST_SENT: %s was cast.", spell_name) local item_name, item_link = _G.GameTooltip:GetItem() local unit_name, unit_id = _G.GameTooltip:GetUnit() if not unit_name and _G.UnitName("target") == target_name then unit_name = target_name 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() if not (zone_name and area_id and x and y and map_level) then Debug("%s: Missing current location data - %s, %s, %s, %s, %s.", event_name, tostring(zone_name), tostring(area_id), tostring(x), tostring(y), tostring(map_level)) return end table.wipe(current_action) 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 unit_name and unit_name == target_name and not item_name then if bit.band(spell_flags, AF.NPC) == AF.NPC then if not unit_id or 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 item_name and item_name == target_name then current_action.identifier = ItemLinkToID(item_link) elseif target_name and target_name ~= "" then local _, item_link = _G.GetItemInfo(target_name) current_action.identifier = ItemLinkToID(item_link) end elseif not item_name and not 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 current_action.target_type = AF.ZONE end end private.tracked_line = spell_line end -- Triggered by bonus roll prompts, disenchant prompts, and in a few other rare circumstances function WDP:SPELL_CONFIRMATION_PROMPT(event_name, spell_id, confirm_type, text, duration, currency_id_cost) if private.RAID_BOSS_BONUS_SPELL_ID_TO_NPC_ID_MAP[spell_id] then ClearKilledBossID() ClearLootToastContainerID() raid_boss_id = private.RAID_BOSS_BONUS_SPELL_ID_TO_NPC_ID_MAP[spell_id] else Debug("%s: Spell ID %d is not a known raid boss 'Bonus' spell.", event_name, spell_id) return end -- Assign existing loot data to boss if it exists if loot_toast_data then local npc = NPCEntry(raid_boss_id) if npc then -- Create needed npc fields if required local loot_label = "drops" local encounter_data = npc:EncounterData(InstanceDifficultyToken()) encounter_data[loot_label] = encounter_data[loot_label] or {} encounter_data.loot_counts = encounter_data.loot_counts or {} for index = 1, #loot_toast_data do local data = loot_toast_data[index] local loot_type = data[1] local hyperlink = data[2] local quantity = data[3] if loot_type == "item" then local item_id = ItemLinkToID(hyperlink) Debug("%s: Assigned stored item loot data - %s - %d:%d", event_name, hyperlink, item_id, quantity) table.insert(encounter_data[loot_label], ("%d:%d"):format(item_id, quantity)) elseif loot_type == "money" then Debug("%s: Assigned stored money loot data - money:%d", event_name, quantity) table.insert(encounter_data[loot_label], ("money:%d"):format(quantity)) elseif loot_type == "currency" then local currency_texture = CurrencyLinkToTexture(hyperlink) Debug("%s: Assigned stored currency loot data - %s - currency:%d:%s", event_name, hyperlink, currency_texture, quantity) table.insert(encounter_data[loot_label], ("currency:%d:%s"):format(quantity, currency_texture)) end end if not boss_loot_toasting[raid_boss_id] then encounter_data.loot_counts[loot_label] = (encounter_data.loot_counts[loot_label] or 0) + 1 boss_loot_toasting[raid_boss_id] = true -- Do not count further loots until timer expires or another boss is killed end else Debug("%s: NPC is nil, but we have stored loot data...", event_name) end end ClearLootToastData() killed_boss_id_timer_handle = C_Timer.NewTimer(5, ClearKilledBossID) 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 private.previous_spell_id = spell_id -- For spells cast when Logging if private.LOGGING_SPELL_ID_TO_OBJECT_ID_MAP[spell_id] then last_timber_spell_id = spell_id UpdateDBEntryLocation("objects", ("OPENING:%s"):format(private.LOGGING_SPELL_ID_TO_OBJECT_ID_MAP[spell_id])) return end -- For spells cast by items that always trigger loot toasts if private.LOOT_TOAST_CONTAINER_SPELL_ID_TO_ITEM_ID_MAP[spell_id] then ClearKilledBossID() ClearLootToastContainerID() ClearLootToastData() loot_toast_container_id = private.LOOT_TOAST_CONTAINER_SPELL_ID_TO_ITEM_ID_MAP[spell_id] loot_toast_container_timer_handle = C_Timer.NewTimer(1, ClearLootToastContainerID) -- we need to assign a handle here to cancel it later return end -- For spells cast by items that don't usually trigger loot toasts if not block_chat_loot_data and (private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_MAP[spell_id] or (private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id] and private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id][PLAYER_CLASS_ID])) then -- Set up timer ClearChatLootData() Debug("%s: Beginning chat-based loot timer for spellID %d", event_name, spell_id) chat_loot_timer_handle = C_Timer.NewTimer(1.5, ClearChatLootData) if (private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id] and private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id][PLAYER_CLASS_ID]) then chat_loot_data.identifier = private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id][PLAYER_CLASS_ID] else chat_loot_data.identifier = private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_MAP[spell_id] end return 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) elseif spell_name:match("^Harvest.+") then killed_npc_id = current_target_id private.harvesting = true -- Used to track which NPCs can be harvested (can we get this from CreatureCache instead?) 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 end table.wipe(current_action) 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 UnitTypeIsNPC(unit_type) 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) WDP:StopChatLootRecording(event_name) SetUnitField("auctioneer", private.UNIT_TYPES.NPC) end function WDP:BANKFRAME_OPENED(event_name) WDP:StopChatLootRecording(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 local GOSSIP_SHOW_FUNCS = { [private.UNIT_TYPES.NPC] = function(unit_idnum) 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, [private.UNIT_TYPES.OBJECT] = function(unit_idnum) UpdateDBEntryLocation("objects", unit_idnum) end, } function WDP:GOSSIP_SHOW(event_name) WDP:StopChatLootRecording(event_name) local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc")) if not unit_idnum then return end if GOSSIP_SHOW_FUNCS[unit_type] then GOSSIP_SHOW_FUNCS[unit_type](unit_idnum) end end function WDP:GUILDBANKFRAME_OPENED(event_name) WDP:StopChatLootRecording(event_name) SetUnitField("guild_bank", private.UNIT_TYPES.OBJECT) end function WDP:ITEM_UPGRADE_MASTER_OPENED(event_name) SetUnitField("item_upgrade_master", private.UNIT_TYPES.NPC) 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