Mercurial > wow > wowdb-profiler
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Handle looting items and money from NPCs. Beginning of handling for looting from objects and gathering (mining, herbalism) from NPCs among other spell-related obtaining methods.
author | James D. Callahan III <jcallahan@curse.com> |
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date | Fri, 27 Apr 2012 03:49:03 -0500 |
parents | 2e4d83460542 |
children | d563ea0ec911 |
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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 constants. ----------------------------------------------------------------------- local DATABASE_DEFAULTS = { global = { items = {}, npcs = {}, objects = {}, quests = {}, } } local EVENT_MAPPING = { -- ARTIFACT_COMPLETE = true, -- ARTIFACT_HISTORY_READY = true, -- AUCTION_HOUSE_SHOW = true, -- BANKFRAME_OPENED = true, -- BATTLEFIELDS_SHOW = true, -- CHAT_MSG_ADDON = true, -- CHAT_MSG_MONSTER_EMOTE = true, -- CHAT_MSG_MONSTER_SAY = true, -- CHAT_MSG_MONSTER_WHISPER = true, -- CHAT_MSG_MONSTER_YELL = true, -- CHAT_MSG_SYSTEM = true, -- COMBAT_LOG_EVENT_UNFILTERED = true, -- COMBAT_TEXT_UPDATE = true, -- CONFIRM_BINDER = true, -- CONFIRM_PET_UNLEARN = true, -- CONFIRM_TALENT_WIPE = true, -- CURRENCY_DISPLAY_UPDATE = true, -- GOSSIP_ENTER_CODE = true, -- GOSSIP_SHOW = true, -- ITEM_TEXT_BEGIN = true, -- LOCALPLAYER_PET_RENAMED = true, -- LOOT_CLOSED = true, LOOT_OPENED = true, -- MAIL_SHOW = true, -- MERCHANT_SHOW = true, -- MERCHANT_UPDATE = true, -- OPEN_TABARD_FRAME = true, -- PET_BAR_UPDATE = true, -- PET_STABLE_SHOW = true, -- PLAYER_ALIVE = true, -- PLAYER_ENTERING_WORLD = HandleZoneChange, -- PLAYER_LOGIN = true, -- PLAYER_LOGOUT = true, -- PLAYER_TARGET_CHANGED = true, -- QUEST_COMPLETE = true, -- QUEST_DETAIL = true, -- QUEST_LOG_UPDATE = true, -- QUEST_PROGRESS = true, -- TAXIMAP_OPENED = true, -- TRADE_SKILL_SHOW = true, -- TRADE_SKILL_UPDATE = true, -- TRAINER_SHOW = true, -- UNIT_QUEST_LOG_CHANGED = true, UNIT_SPELLCAST_FAILED = "HandleSpellFailure", UNIT_SPELLCAST_FAILED_QUIET = "HandleSpellFailure", UNIT_SPELLCAST_INTERRUPTED = "HandleSpellFailure", UNIT_SPELLCAST_SENT = true, UNIT_SPELLCAST_SUCCEEDED = true, -- ZONE_CHANGED = HandleZoneChange, -- ZONE_CHANGED_NEW_AREA = HandleZoneChange, } local AF = private.ACTION_TYPE_FLAGS ----------------------------------------------------------------------- -- Local variables. ----------------------------------------------------------------------- local db local durability_timer_handle local action_data = {} do local UNIT_TYPE_BITMASK = 0x007 function WDP:ParseGUID(guid) local types = private.UNIT_TYPES local unit_type = _G.bit.band(tonumber(guid:sub(1, 5)), UNIT_TYPE_BITMASK) if unit_type ~= types.PLAYER or unit_type ~= types.OBJECT or unit_type ~= types.PET then return unit_type, tonumber(guid:sub(-12, -9), 16) end return unit_type end end -- do-block ----------------------------------------------------------------------- -- Helper Functions. ----------------------------------------------------------------------- local function CurrentLocationData() local map_level = _G.GetCurrentMapDungeonLevel() or 0 local x, y = _G.GetPlayerMapPosition("player") x = x or 0 y = y or 0 if x == 0 and y == 0 then for level_index = 1, _G.GetNumDungeonMapLevels() do _G.SetDungeonMapLevel(level_index) x, y = _G.GetPlayerMapPosition("player") if x and y and (x > 0 or y > 0) then _G.SetDungeonMapLevel(map_level) map_level = level_index break end end end if _G.DungeonUsesTerrainMap() then map_level = map_level - 1 end return _G.GetRealZoneText(), math.floor(x * 1000 + 0.5), math.floor(y * 1000 + 0.5), map_level or 0 end local function ItemLinkToID(item_link) if not item_link then return end local id = item_link:match("item:(%d+)") return id and tonumber(id) or nil end ----------------------------------------------------------------------- -- Methods. ----------------------------------------------------------------------- function WDP:OnInitialize() db = LibStub("AceDB-3.0"):New("WoWDBProfilerData", DATABASE_DEFAULTS, "Default").global 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) 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 ----------------------------------------------------------------------- -- Event handlers. ----------------------------------------------------------------------- function WDP:CHAT_MSG_SYSTEM(event_name, message, sender_name, language) end 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.NPC] = function() local fishing_loot = _G.IsFishingLoot() if not fishing_loot and _G.UnitExists("target") and not _G.UnitIsFriend("player", "target") and _G.UnitIsDead("target") then if _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 end return true end, } local LOOT_UPDATE_FUNCS = { [AF.NPC] = function() local npc = db.npcs[action_data.id_num] if not npc then db.npcs[action_data.id_num] = {} npc = db.npcs[action_data.id_num] end npc.drops = npc.drops or {} for index = 1, #action_data.drops do table.insert(npc.drops, action_data.drops[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 or not verify_func() then return end local loot_registry = {} action_data.drops = {} for loot_slot = 1, _G.GetNumLootItems() do local texture, item, 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.drops, ("money:%d"):format(_toCopper(item))) elseif _G.LootSlotIsCurrency(loot_slot) then end end for item_id, quantity in pairs(loot_registry) do table.insert(action_data.drops, ("%d:%d"):format(item_id, quantity)) end update_func() 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 not tt_item_name and not tt_unit_name then if target_name == "" then return end local zone_name, x, y, map_level = CurrentLocationData() if bit.band(spell_flags, AF.OBJECT) == AF.OBJECT then action_data.map_level = map_level action_data.name = target_name action_data.type = AF.OBJECT action_data.x = x action_data.y = y action_data.zone = zone_name print("Found spell flagged for OBJECT") elseif bit.band(spell_flags, AF.ZONE) == AF.ZONE then print("Found spell flagged for ZONE") end elseif tt_unit_name and not tt_item_name then if bit.band(spell_flags, AF.NPC) == AF.NPC then print("Found spell flagged for NPC") end elseif bit.band(spell_flags, AF.ITEM) == AF.ITEM then print("Found spell flagged for ITEM") else print(("%s: We have an issue with types and flags."), event_name) 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 action_data.type == AF.OBJECT then 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