-
Notifications
You must be signed in to change notification settings - Fork 35
/
Core.lua
884 lines (799 loc) · 28.3 KB
/
Core.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
local _, addonTable = ...
local L = LibStub("AceLocale-3.0"):GetLocale("Rarity")
local R = Rarity
local lbz = LibStub("LibBabble-Zone-3.0"):GetUnstrictLookupTable()
local lbsz = LibStub("LibBabble-SubZone-3.0"):GetUnstrictLookupTable()
local lbb = LibStub("LibBabble-Boss-3.0"):GetUnstrictLookupTable()
local hbd = LibStub("HereBeDragons-2.0")
---
--[[
VARIABLES ----------------------------------------------------------------------------------------------------------------
]]
R.modulesEnabled = {}
local npcs = {}
Rarity.fishzones = {}
Rarity.mount_sources = {}
Rarity.pet_sources = {}
Rarity.lockouts = {}
Rarity.lockouts_detailed = {}
Rarity.lockouts_holiday = {}
Rarity.holiday_textures = {}
Rarity.ach_npcs_isKilled = {}
Rarity.ach_npcs_achId = {}
Rarity.stats_to_scan = {}
Rarity.items_with_stats = {}
Rarity.collection_items = {}
Rarity.itemInfoCache = {}
Rarity.isBankOpen = false
Rarity.isGuildBankOpen = false
Rarity.isAuctionHouseOpen = false
Rarity.isTradeWindowOpen = false
Rarity.isTradeskillOpen = false
Rarity.isMailboxOpen = false
Rarity.isFishing = false
Rarity.isOpening = false
Rarity.isPool = false
local itemCacheDebug = false
Rarity.itemsToPrime = {}
Rarity.itemsMasterList = {}
local initTimer
local numPrimeAttempts = 0
--[[
CONSTANTS ----------------------------------------------------------------------------------------------------------------
]]
local CONSTANTS = addonTable.constants
-- Methods of obtaining
local NPC = "NPC"
local BOSS = "BOSS"
local ZONE = "ZONE"
local USE = "USE"
local FISHING = "FISHING"
local ARCH = "ARCH"
local SPECIAL = "SPECIAL"
local COLLECTION = "COLLECTION"
-- Sort modes
local SORT_NAME = "SORT_NAME"
local SORT_DIFFICULTY = "SORT_DIFFICULTY"
local SORT_PROGRESS = "SORT_PROGRESS"
local SORT_CATEGORY = "SORT_CATEGORY"
local SORT_ZONE = "SORT_ZONE"
Rarity.CONSTANTS = addonTable.constants
--[[
UPVALUES -----------------------------------------------------------------------------------------------------------------
]]
-- Lua APIs
local _G = getfenv(0)
local pairs = _G.pairs
local strlower = _G.strlower
local format = _G.format
local min = min
local tostring = tostring
-- WOW APIs
local UnitGUID = _G.UnitGUID
local UnitName = _G.UnitName
local UnitCanAttack = _G.UnitCanAttack
local UnitIsPlayer = _G.UnitIsPlayer
local UnitIsDead = _G.UnitIsDead
local GetNumLootItems = _G.GetNumLootItems
local GetLootSlotInfo = _G.GetLootSlotInfo
local GetLootSlotLink = _G.GetLootSlotLink
local GetItemInfo_Blizzard = _G.C_Item.GetItemInfo
local GetItemInfo = function(id)
return R:GetItemInfo(id)
end
local GetRealZoneText = _G.GetRealZoneText
local GetContainerNumSlots = _G.C_Container.GetContainerNumSlots
local GetContainerItemID = _G.C_Container.GetContainerItemID
local GetContainerItemInfo = _G.C_Container.GetContainerItemInfo
local GetNumArchaeologyRaces = _G.GetNumArchaeologyRaces
local GetArchaeologyRaceInfo = _G.GetArchaeologyRaceInfo
local GetStatistic = _G.GetStatistic
local GetLootSourceInfo = _G.GetLootSourceInfo
local GetBestMapForUnit = _G.C_Map.GetBestMapForUnit
local GetMapInfo = _G.C_Map.GetMapInfo
local C_Timer = _G.C_Timer
local IsSpellKnown = _G.IsSpellKnown
local CombatLogGetCurrentEventInfo = _G.CombatLogGetCurrentEventInfo
local IsQuestFlaggedCompleted = _G.C_QuestLog.IsQuestFlaggedCompleted
local C_Covenants = _G.C_Covenants
local COMBATLOG_OBJECT_AFFILIATION_MINE = _G.COMBATLOG_OBJECT_AFFILIATION_MINE
local COMBATLOG_OBJECT_AFFILIATION_PARTY = _G.COMBATLOG_OBJECT_AFFILIATION_PARTY
local COMBATLOG_OBJECT_AFFILIATION_RAID = _G.COMBATLOG_OBJECT_AFFILIATION_RAID
-- Addon APIs
local DebugCache = Rarity.Utils.DebugCache
local GetRealDropPercentage = Rarity.Statistics.GetRealDropPercentage
local FormatTime = Rarity.Utils.PrettyPrint.FormatTime
local GetDate = Rarity.Utils.Time.GetDate
do
-- Set up the debug cache (TODO: Move to initialisation routine after the refactoring is complete)
Rarity.Utils.DebugCache:SetOutputHandler(Rarity.Utils.PrettyPrint.DebugMsg)
function Rarity:Error(message, ...)
if R.db.profile.disableCustomErrors then
return
end
Rarity.Utils.PrettyPrint.Error(message, ...)
end
end
local GetMapNameByID = Rarity.MapInfo.GetMapNameByID
--[[
LIFECYCLE ----------------------------------------------------------------------------------------------------------------
]]
function R:OnInitialize() end
local Output = Rarity.Output
do
local isInitialized = false
function R:OnEnable()
self:DoEnable()
end
function R:DoEnable()
if isInitialized then
return
end
isInitialized = true
self:PrepareDefaults() -- Loads in any new items
self.db = LibStub("AceDB-3.0"):New("RarityDB", self.defaults, true)
Output:Setup()
self:RegisterChatCommand("rarity", "OnChatCommand")
self:RegisterChatCommand("rare", "OnChatCommand")
-- Register keybind(s): These must match the info from Bindings.xml (and use localized descriptions)
_G.BINDING_HEADER_Rarity = "Rarity"
_G.BINDING_NAME_RARITY_DEBUGWINDOWTOGGLE = L["Toggle Debug Window"]
Rarity.GUI:RegisterDataBroker()
-- Expose private objects
R.npcs = npcs
Rarity.GUI:InitialiseBar()
Rarity.Collections:ScanExistingItems("INITIALIZING") -- Checks for items you already have
self:ScanBags() -- Initialize our inventory list, as well as checking if you've obtained an item
self:OnBagUpdate() -- This will update counters for collection items
self:OnCurrencyUpdate("INITIALIZING") -- Prepare our currency list
self:UpdateInterestingThings()
Rarity.Tracking:FindTrackedItem()
Rarity.Caching:SetReadyState(false)
Rarity.GUI:UpdateText()
Rarity.Caching:SetReadyState(true)
Rarity.GUI:UpdateText()
Rarity.GUI:UpdateBar()
Rarity.Serialization:ImportFromBunnyHunter()
Rarity.EventHandlers:Register()
if R.Options_DoEnable then
R:Options_DoEnable()
end
self.db.profile.lastRevision = R.MINOR_VERSION
self.db.RegisterCallback(self, "OnProfileChanged", "OnProfileChanged")
self.db.RegisterCallback(self, "OnProfileCopied", "OnProfileChanged")
self.db.RegisterCallback(self, "OnProfileReset", "OnProfileChanged")
self.db.RegisterCallback(self, "OnProfileDeleted", "OnProfileChanged")
self:ScanAllArch("DoEnable")
RequestRaidInfo() -- Request raid lock info from the server
RequestLFDPlayerLockInfo() -- Request LFD data from the server; this is used for holiday boss detection
C_Calendar.OpenCalendar() -- Request calendar info from the server
-- Prepare a master list of all the items Rarity may need info for
table.wipe(R.itemsMasterList)
Rarity.Caching:SetPrimedItems(0)
Rarity.Caching:SetItemsToPrime(0)
for k, v in pairs(self.db.profile.groups) do
if type(v) == "table" then
for kk, vv in pairs(v) do
if type(vv) == "table" then
if vv.itemId then
R.itemsMasterList[vv.itemId] = true
end
if vv.collectedItemId then
if type(vv.collectedItemId) == "table" then
for kkk, vvv in pairs(vv.collectedItemId) do
R.itemsMasterList[vvv] = true
end
else
R.itemsMasterList[vv.collectedItemId] = true
end
end
if vv.items and type(vv.items) == "table" then
for kkk, vvv in pairs(vv.items) do
R.itemsMasterList[vvv] = true
end
end
end
end
end
end
for k, v in pairs(self.db.profile.oneTimeItems) do
if type(v) == "table" and v.itemId then
R.itemsMasterList[v.itemId] = true
end
end
for k, v in pairs(self.db.profile.extraTooltips.inventoryItems) do
for kk, vv in pairs(v) do
R.itemsMasterList[vv] = true
end
end
local temp = {}
for k, v in pairs(R.itemsMasterList) do
Rarity.Caching:SetItemsToPrime(Rarity.Caching:GetItemsToPrime() + 1)
temp[Rarity.Caching:GetItemsToPrime()] = k
end
R.itemsMasterList = temp
-- Progressively prime our item cache over time instead of hitting Blizzard's API all at once
Rarity.Caching:SetItemsToPrime(100) -- Just setting this temporarily to avoid a divide by zero
self:ScheduleTimer(function()
self:PrimeItemCache()
end, 2)
-- Scan instance locks 5 seconds after init
self:ScheduleTimer(function()
R:ScanInstanceLocks("DELAYED INIT")
end, 5)
-- Scan bags, currency, and instance locks 10 seconds after init
self:ScheduleTimer(function()
R:ScanBags()
R:OnCurrencyUpdate("DELAYED INIT")
R:OnBagUpdate()
R:ScanInstanceLocks("DELAYED INIT 2")
end, 10)
-- Clean up session info
for k, v in pairs(self.db.profile.groups) do
if type(v) == "table" then
for kk, vv in pairs(v) do
if type(vv) == "table" then
vv.session = nil
end
end
end
end
-- Delayed calendar init a few times
self:ScheduleTimer(function()
if type(CalendarFrame) ~= "table" or not CalendarFrame:IsShown() then
local CalendarTime = C_DateAndTime.GetCurrentCalendarTime()
local month, year = CalendarTime.month, CalendarTime.year
C_Calendar.SetAbsMonth(month, year)
end
end, 7)
self:ScheduleTimer(function()
if type(CalendarFrame) ~= "table" or not CalendarFrame:IsShown() then
local CalendarTime = C_DateAndTime.GetCurrentCalendarTime()
local month, year = CalendarTime.month, CalendarTime.year
C_Calendar.SetAbsMonth(month, year)
end
end, 20)
-- Update text again several times later - this helps get the icon right after login
self:ScheduleTimer(function()
R:DelayedInit()
end, 10)
self:ScheduleTimer(function()
R:DelayedInit()
end, 20)
self:ScheduleTimer(function()
R:DelayedInit()
end, 30)
self:ScheduleTimer(function()
R:DelayedInit()
end, 60)
self:ScheduleTimer(function()
R:DelayedInit()
end, 120)
self:ScheduleTimer(function()
R:DelayedInit()
end, 180)
self:ScheduleTimer(function()
self:ScanCalendar("FINAL INIT")
Rarity.Collections:ScanExistingItems("FINAL INIT")
Rarity.GUI:UpdateText()
end, 240)
self:Debug(L["Loaded (running in debug mode)"])
if self.db.profile.verifyDatabaseOnLogin then
self.Validation:ValidateItemDB()
end
end
end
function R:DelayedInit()
self:ScanStatistics("DELAYED INIT")
self:ScanCalendar("DELAYED INIT")
Rarity.Collections:ScanToys("DELAYED INIT")
Rarity.Collections:ScanTransmog("DELAYED INIT")
Rarity.GUI:UpdateText()
Rarity.GUI:UpdateBar()
end
function R:PrimeItemCache()
numPrimeAttempts = numPrimeAttempts + 1
if numPrimeAttempts >= 20 then
self:Debug("Maximum number of cache prime attempts reached")
return
end
-- This doesn't always fully work, so first build a list of which items we still need to obtain
Rarity.Caching:SetItemsToPrime(1)
Rarity.Caching:SetPrimedItems(0)
table.wipe(R.itemsToPrime)
for k, v in pairs(R.itemsMasterList) do
if R.itemInfoCache[v] == nil then
R.itemsToPrime[Rarity.Caching:GetItemsToPrime()] = v
Rarity.Caching:SetItemsToPrime(Rarity.Caching:GetItemsToPrime() + 1)
end
end
Rarity.Caching:SetItemsToPrime(Rarity.Caching:GetItemsToPrime() - 1)
if Rarity.Caching:GetItemsToPrime() <= 0 then
return
end
-- Prime the items
self:Debug("Loading " .. Rarity.Caching:GetItemsToPrime() .. " item(s) from server...")
initTimer = self:ScheduleRepeatingTimer(function()
if Rarity.Caching:GetPrimedItems() <= 0 then
Rarity.Caching:SetPrimedItems(1)
end
for i = 1, 10 do
GetItemInfo(R.itemsToPrime[Rarity.Caching:GetPrimedItems()])
Rarity.Caching:SetPrimedItems(Rarity.Caching:GetPrimedItems() + 1)
if Rarity.Caching:GetPrimedItems() > Rarity.Caching:GetItemsToPrime() then
break
end
end
if Rarity.Caching:GetPrimedItems() >= Rarity.Caching:GetItemsToPrime() then
self:CancelTimer(initTimer)
-- First-time initialization finished
if not Rarity.Caching:IsReady() then
Rarity.Caching:SetReadyState(false)
-- Trigger holiday reminders
self:ScheduleTimer(function()
Rarity:ShowTooltip(true)
end, 5)
end
-- Check how many items were not processed, rescanning if necessary
local got = 0
local totalNeeded = 0
for k, v in pairs(R.itemInfoCache) do
got = got + 1
end
for k, v in pairs(R.itemsMasterList) do
totalNeeded = totalNeeded + 1
end
if got < totalNeeded then
self:Debug("Initialization failed to retrieve " .. (totalNeeded - got) .. " item(s)")
self:ScheduleTimer(function()
self:PrimeItemCache()
end, 5)
else
self:Debug("Finished loading " .. Rarity.Caching:GetItemsToPrime() .. " item(s) from server")
end
end
Rarity.GUI:UpdateText()
end, 0.1)
end
--[[
UTILITIES ----------------------------------------------------------------------------------------------------------------
]]
-- Item cache
function R:GetItemInfo(id)
if id == nil then
return
end
if R.itemInfoCache[id] ~= nil then
return unpack(R.itemInfoCache[id])
end
if itemCacheDebug and Rarity.Caching:IsReady() == false then
R:Debug("ItemInfo not cached for " .. id)
end
local info = { GetItemInfo_Blizzard(id) }
if #info > 0 then
R.itemInfoCache[id] = info
end
if R.itemInfoCache[id] == nil then
return nil
end
return unpack(R.itemInfoCache[id])
end
-- Miscellaneous
function R:tcopy(to, from)
for k, v in pairs(from) do
if type(v) == "table" then
to[k] = {}
R:tcopy(to[k], v)
else
to[k] = v
end
end
end
-- Location/Distance/Zone
function R:GetDistanceToItem(item)
local distance = 999999999
if item and type(item) == "table" and item.coords and type(item.coords) == "table" then
local playerWorldX, playerWorldY, instance = hbd:GetPlayerWorldPosition()
for k, v in pairs(item.coords) do
if v and type(v) == "table" and v.m and v.i ~= true then
local map = v.m
local x = (v.x or 50) / 100
local y = (v.y or 50) / 100
local itemWorldX, itemWorldY = hbd:GetWorldCoordinatesFromZone(x, y, map, v.f or 1)
if itemWorldX ~= nil then -- Library returns nil for instances
local thisDistance =
hbd:GetWorldDistance(instance, itemWorldX, itemWorldY, playerWorldX, playerWorldY)
-- R:Print("map: "..map..", x: "..x..", y: "..y..", itemWorldX: "..itemWorldX..", itemWorldY: "..itemWorldY..", playerWorldX: "..playerWorldX..", playerWorldY: "..playerWorldY..", thisDistance: "..thisDistance)
if thisDistance < distance then
distance = thisDistance
end
end
end
end
end
if distance ~= 999999999 then
return distance
end
return nil
end
-- Prepares a set of lookup tables to let us quickly determine if we're interested in various things.
-- Many of the events we handle fire quite frequently, so speed is of the essence.
-- Any item that is not enabled for tracking won't show up in these lists.
function R:UpdateInterestingThings()
self:Debug("Updating interesting things tables")
-- Store an internal table listing every MapID
if self.db.profile.mapIds == nil then
self.db.profile.mapIds = {}
else
table.wipe(self.db.profile.mapIds)
end
for map_id = 1, 5000 do -- 5000 seems arbitrarily high; right now (8.0.1) there are barely 100 uiMapIDs... but it shouldn't matter if the misses are skipped
if GetMapNameByID(map_id) ~= nil then
self.db.profile.mapIds[map_id] = GetMapNameByID(map_id)
end
end
table.wipe(npcs)
table.wipe(Rarity.bosses)
table.wipe(Rarity.zones)
table.wipe(Rarity.items)
table.wipe(Rarity.guids)
table.wipe(Rarity.npcs_to_items)
table.wipe(Rarity.items_to_items)
table.wipe(Rarity.used)
table.wipe(Rarity.fishzones)
table.wipe(Rarity.architems)
table.wipe(Rarity.stats_to_scan)
table.wipe(Rarity.items_with_stats)
table.wipe(Rarity.collection_items)
for k, v in pairs(self.db.profile.groups) do
if type(v) == "table" then
for kk, vv in pairs(v) do
if type(vv) == "table" then
if vv.enabled ~= false and vv.statisticId and type(vv.statisticId) == "table" then
local numStats = 0
for kkk, vvv in pairs(vv.statisticId) do
Rarity.stats_to_scan[vvv] = vv
numStats = numStats + 1
end
if numStats > 0 then
Rarity.items_with_stats[kk] = vv
end
end
if vv.method == NPC and vv.npcs ~= nil and type(vv.npcs) == "table" then
for kkk, vvv in pairs(vv.npcs) do
npcs[vvv] = vv
if Rarity.npcs_to_items[vvv] == nil then
Rarity.npcs_to_items[vvv] = {}
end
table.insert(Rarity.npcs_to_items[vvv], vv)
end
elseif vv.method == BOSS and vv.npcs ~= nil and type(vv.npcs) == "table" then
for kkk, vvv in pairs(vv.npcs) do
Rarity.bosses[vvv] = vv
if Rarity.npcs_to_items[vvv] == nil then
Rarity.npcs_to_items[vvv] = {}
end
table.insert(Rarity.npcs_to_items[vvv], vv)
end
elseif vv.method == ZONE and vv.zones ~= nil and type(vv.zones) == "table" then
for kkk, vvv in pairs(vv.zones) do
if lbz[vvv] then
Rarity.zones[lbz[vvv]] = vv
end
if lbsz[vvv] then
Rarity.zones[lbsz[vvv]] = vv
end
Rarity.zones[vvv] = vv
end
elseif vv.method == USE and vv.items ~= nil and type(vv.items) == "table" then
for kkk, vvv in pairs(vv.items) do
Rarity.used[vvv] = vv
if Rarity.items_to_items[vvv] == nil then
Rarity.items_to_items[vvv] = {}
end
table.insert(Rarity.items_to_items[vvv], vv)
end
elseif vv.method == FISHING and vv.zones ~= nil and type(vv.zones) == "table" then
for kkk, vvv in pairs(vv.zones) do
if lbz[vvv] then
Rarity.fishzones[lbz[vvv]] = vv
end
if lbsz[vvv] then
Rarity.fishzones[lbsz[vvv]] = vv
end
Rarity.fishzones[vvv] = vv
end
elseif vv.method == ARCH and vv.itemId ~= nil then
local itemName = GetItemInfo(vv.itemId)
if itemName then
Rarity.architems[itemName] = vv
end
end
if vv.itemId ~= nil and vv.method ~= COLLECTION then
Rarity.items[vv.itemId] = vv
end
if vv.itemId2 ~= nil and vv.method ~= COLLECTION then
Rarity.items[vv.itemId2] = vv
end
if vv.method == COLLECTION and vv.collectedItemId ~= nil then
if type(vv.collectedItemId) == "table" then
for kkk, vvv in pairs(vv.collectedItemId) do
local itemID = tonumber(vvv) -- It's stored as a list of strings, but we use numbers for indices
Rarity.items[itemID] = vv
end
else
Rarity.items[vv.collectedItemId] = vv
end
table.insert(Rarity.collection_items, vv)
end
if vv.tooltipNpcs and type(vv.tooltipNpcs) == "table" then -- Item has tooltipNpcs -> Check if they should be displayed
local showTooltipNpcs = true -- If no filters exist, always show the tooltip for relevant NPCs
if
vv.showTooltipCondition
and type(vv.showTooltipCondition) == "table" -- This item has filter conditions to help decide when the tooltipNpcs should be added
and vv.showTooltipCondition.filter
and type(vv.showTooltipCondition.filter) == "function"
and vv.showTooltipCondition.value
then -- Filter has the correct format and can be applied -- Check filter conditions to see if tooltipNpcs should be added
showTooltipNpcs = false -- Hide the additional tooltip info by default (filters will overwrite this if they can find a match, below)
-- Each filter requires separate handling here
if vv.showTooltipCondition.filter == IsSpellKnown then -- Filter if a (relevant) spell with the given name is not known
for spellID, spellName in pairs(Rarity.relevantSpells) do -- Try to find any match for the given spell (a single one will do)
if spellName == vv.showTooltipCondition.value then -- The value is a relevant spell -> Check if filter condition is true
-- Player hasn't learned the required spell -> Stop trying to find other matches and turn off the filter
showTooltipNpcs = IsSpellKnown(spellID)
if showTooltipNpcs then
break
end -- No point in checking the other spells; A single match is enough to decide to not filter them
end
end
end
-- There aren't any other Filter types at the moment... but there could be!
end
-- Check for post-processing via tooltip modifiers (additional logic contained in a database entry that requires special handling)
-- This has to run last, as it is intended to update things on the fly where a filter isn't sufficient
local tooltipModifier = vv.tooltipModifier
if
tooltipModifier ~= nil
and type(tooltipModifier) == "table"
and tooltipModifier.condition ~= nil
and tooltipModifier.value ~= nil
then -- Apply modifications where necessary
local shouldApplyModification = type(tooltipModifier.condition) == "function"
and tooltipModifier.condition()
if
shouldApplyModification
and tooltipModifier.action
and type(tooltipModifier.action) == "function"
then -- Apply this action to the entry
vv = tooltipModifier.action(vv, tooltipModifier.value) -- A tooltip modifier always returns the (modified) database entry to keep processing separate
end
end
-- Add entries to the list of relevant NPCs for this item
if showTooltipNpcs then
for kkk, vvv in pairs(vv.tooltipNpcs) do
if Rarity.npcs_to_items[vvv] == nil then
Rarity.npcs_to_items[vvv] = {}
end
table.insert(Rarity.npcs_to_items[vvv], vv)
end
end
end
end
end
end
end
end
function R:GetNPCIDFromGUID(guid)
if guid then
local unit_type, _, _, _, _, mob_id = strsplit("-", guid)
if unit_type == "Pet" or unit_type == "Player" then
return 0
end
return (guid and mob_id and tonumber(mob_id)) or 0
end
return 0
end
function R:IsAttemptAllowed(item)
-- No item supplied; assume it's okay
if item == nil then
return true
end
-- Check disabled classes
local playerClass = select(2, UnitClass("player"))
if item.disableForClass and item.disableForClass[playerClass] then
Rarity:Debug(format("Attempts for item %s are disallowed (disabled for class %s)", item.name, playerClass))
return false
end
local dungeonID = select(10, GetInstanceInfo())
if dungeonID and item.requiredDungeons and not item.requiredDungeons[dungeonID] then
Rarity:Debug(format("Attempts for item %s are disallowed (not a required dungeon: %d)", item.name, dungeonID))
return false
end
local activeCovenantID = C_Covenants.GetActiveCovenantID()
if item.requiresCovenant and item.requiredCovenantID and activeCovenantID ~= item.requiredCovenantID then
local activeCovenantData = C_Covenants.GetCovenantData(activeCovenantID)
local requiredCovenantData = C_Covenants.GetCovenantData(item.requiredCovenantID)
if not activeCovenantData then
Rarity:Debug(
format(
"Attempts for item %s are disallowed (Covenant %d/%s is required, but none is currently active)",
item.name,
item.requiredCovenantID,
requiredCovenantData.name
)
)
return false
end
Rarity:Debug(
format(
"Attempts for item %s are disallowed (Covenant %d/%s is required, but active covenant is %d/%s)",
item.name,
item.requiredCovenantID,
requiredCovenantData.name,
activeCovenantID,
activeCovenantData.name
)
)
return false
end
-- If any prerequisite quests exist, check if they are all completed
if item.requiresCompletedQuestId and type(item.requiresCompletedQuestId) == "table" then
for key, questId in pairs(item.requiresCompletedQuestId) do
if not IsQuestFlaggedCompleted(questId) then
return false
end
end
end
if item.requiredAreaPOIs and not Rarity.AreaPOIs.HasActiveAreaPOIs(item.requiredAreaPOIs) then
Rarity:Debug(format("Attempts for item %s are disallowed (requires active area POIs)", item.name))
return false
end
-- No valid instance difficulty configuration; allow (this needs to be the second-to-last check)
if
item.instanceDifficulties == nil
or type(item.instanceDifficulties) ~= "table"
or next(item.instanceDifficulties) == nil
then
return true
end
-- Check instance difficulty (this needs to be the last check)
local foundTrue = false
for k, v in pairs(item.instanceDifficulties) do
if v == true then
foundTrue = true
end
end
if foundTrue == false then
return true
end
local name, type, difficulty, difficultyName, maxPlayers, playerDifficulty, isDynamicInstance, mapID, instanceGroupSize =
GetInstanceInfo()
if item.instanceDifficulties[difficulty] and item.instanceDifficulties[difficulty] == true then
return true
end
return false
end
function R:CheckNpcInterest(guid, zone, subzone, zone_t, subzone_t, curSpell, requiresPickpocket)
if guid == nil then
return
end
if type(guid) ~= "string" then
return
end
if Rarity.guids[guid] ~= nil then
return
end -- Already seen this NPC
local npcid = self:GetNPCIDFromGUID(guid)
if npcs[npcid] == nil then -- Not an NPC we need, abort
self:Debug("NPC ID not on the list of needed NPCs: " .. (npcid or "nil"))
if
Rarity.zones[tostring(GetBestMapForUnit("player"))] == nil
and Rarity.zones[zone] == nil
and Rarity.zones[lbz[zone] or "."] == nil
and Rarity.zones[lbsz[subzone] or "."] == nil
and Rarity.zones[zone_t] == nil
and Rarity.zones[subzone_t] == nil
and Rarity.zones[lbz[zone_t] or "."] == nil
and Rarity.zones[lbsz[subzone_t] or "."] == nil
then -- Not a zone we need, abort
self:Debug("Map ID not on the list of needed zones: " .. tostring(GetBestMapForUnit("player")))
return
end
else
self:Debug("NPC ID is one we need: " .. (npcid or "nil"))
end
-- If the loot is the result of certain spell casts (mining, herbing, opening, pick lock, archaeology, disenchanting, etc), stop here -> This is to avoid multiple attempts, since those methods are handled separately!
if Rarity.relevantSpells[curSpell] then
self:Debug("Aborting because we were casting a disallowed spell: " .. curSpell)
return
end
-- If the loot is not from an NPC (could be from yourself or a world object), we don't want to process this
local unitType, _, _, _, _, mob_id = strsplit("-", guid)
if unitType ~= "Creature" and unitType ~= "Vehicle" then
self:Debug(
"This loot isn't from an NPC; disregarding. Loot source identified as unit type: " .. (unitType or "nil")
)
return
end
Rarity.guids[guid] = true
-- Increment attempt counter(s). One NPC might drop multiple things we want, so scan for them all.
if Rarity.npcs_to_items[npcid] and type(Rarity.npcs_to_items[npcid]) == "table" then
for k, v in pairs(Rarity.npcs_to_items[npcid]) do
if v.enabled ~= false and (v.method == NPC or v.method == ZONE) then
if self:IsAttemptAllowed(v) then
-- Don't increment attempts if this NPC also has a statistic defined. This would result in two attempts counting instead of one.
if not v.statisticId or type(v.statisticId) ~= "table" or #v.statisticId <= 0 then
-- Don't increment attempts for unique items if you already have the item in your bags
if not (v.unique == true and (Rarity.bagitems[v.itemId] or 0) > 0) then
-- Don't increment attempts for non-pickpocketed items if this item isn't being pickpocketed
if
(requiresPickpocket and v.pickpocket)
or (requiresPickpocket == false and not v.pickpocket)
then
if v.attempts == nil then
v.attempts = 1
else
v.attempts = v.attempts + 1
end
self:OutputAttempts(v)
end
end
end
end
end
end
end
-- Check for zone-wide items and increment them if needed
for k, v in pairs(self.db.profile.groups) do
if type(v) == "table" then
for kk, vv in pairs(v) do
if type(vv) == "table" then
if vv.enabled ~= false then
local found = false
if vv.method == ZONE and vv.zones ~= nil and type(vv.zones) == "table" then
for kkk, vvv in pairs(vv.zones) do
if tonumber(vvv) ~= nil and tonumber(vvv) == GetBestMapForUnit("player") then
found = true
end
if
vvv == zone
or vvv == lbz[zone]
or vvv == subzone
or vvv == lbsz[subzone]
or vvv == zone_t
or vvv == subzone_t
or vvv == lbz[zone_t]
or vvv == subzone
or vvv == lbsz[subzone_t]
then
found = true
end
end
end
if found then
if self:IsAttemptAllowed(vv) then
if vv.attempts == nil then
vv.attempts = 1
else
vv.attempts = vv.attempts + 1
end
self:OutputAttempts(vv)
end
end
end
end
end
end
end
end
--[[
CORE FUNCTIONALITY -------------------------------------------------------------------------------------------------------
]]
function R:Update(reason)
Rarity.Collections:ScanExistingItems(reason)
self:UpdateInterestingThings(reason)
Rarity.Tracking:FindTrackedItem()
Rarity.GUI:UpdateText()
-- if self:InTooltip() then self:ShowTooltip() end
end