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AllTheThings.lua
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AllTheThings.lua
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--------------------------------------------------------------------------------
-- A L L T H E T H I N G S --
--------------------------------------------------------------------------------
-- Copyright 2017-2024 Dylan Fortune (Crieve-Sargeras) --
--------------------------------------------------------------------------------
-- App locals
local appName, app = ...;
local L = app.L;
local AssignChildren, CloneClassInstance, GetRelativeValue = app.AssignChildren, app.CloneClassInstance, app.GetRelativeValue;
local IsQuestFlaggedCompleted = app.IsQuestFlaggedCompleted
-- Abbreviations
L.ABBREVIATIONS[L.UNSORTED .. " %> " .. L.UNSORTED] = "|T" .. app.asset("WindowIcon_Unsorted") .. ":0|t " .. L.SHORTTITLE .. " %> " .. L.UNSORTED;
-- Binding Localizations
BINDING_HEADER_ALLTHETHINGS = L.TITLE
BINDING_NAME_ALLTHETHINGS_TOGGLEACCOUNTMODE = L.TOGGLE_ACCOUNT_MODE
BINDING_NAME_ALLTHETHINGS_TOGGLECOMPLETIONISTMODE = L.TOGGLE_COMPLETIONIST_MODE
BINDING_NAME_ALLTHETHINGS_TOGGLEDEBUGMODE = L.TOGGLE_DEBUG_MODE
BINDING_NAME_ALLTHETHINGS_TOGGLEFACTIONMODE = L.TOGGLE_FACTION_MODE
BINDING_NAME_ALLTHETHINGS_TOGGLELOOTMODE = L.TOGGLE_LOOT_MODE
BINDING_HEADER_ALLTHETHINGS_PREFERENCES = PREFERENCES
BINDING_NAME_ALLTHETHINGS_TOGGLECOMPLETEDTHINGS = L.TOGGLE_COMPLETEDTHINGS
BINDING_NAME_ALLTHETHINGS_TOGGLECOMPLETEDGROUPS = L.TOGGLE_COMPLETEDGROUPS
BINDING_NAME_ALLTHETHINGS_TOGGLECOLLECTEDTHINGS = L.TOGGLE_COLLECTEDTHINGS
BINDING_NAME_ALLTHETHINGS_TOGGLEBOEITEMS = L.TOGGLE_BOEITEMS
BINDING_NAME_ALLTHETHINGS_TOGGLESOURCETEXT = L.TOGGLE_SOURCETEXT
BINDING_HEADER_ALLTHETHINGS_MODULES = L.MODULES
BINDING_NAME_ALLTHETHINGS_TOGGLEMAINLIST = L.TOGGLE_MAINLIST
BINDING_NAME_ALLTHETHINGS_TOGGLEMINILIST = L.TOGGLE_MINILIST
BINDING_NAME_ALLTHETHINGS_TOGGLE_PROFESSION_LIST = L.TOGGLE_PROFESSION_LIST
BINDING_NAME_ALLTHETHINGS_TOGGLE_RAID_ASSISTANT = L.TOGGLE_RAID_ASSISTANT
BINDING_NAME_ALLTHETHINGS_TOGGLE_WORLD_QUESTS_LIST = L.TOGGLE_WORLD_QUESTS_LIST
BINDING_NAME_ALLTHETHINGS_TOGGLERANDOM = L.TOGGLE_RANDOM
BINDING_NAME_ALLTHETHINGS_REROLL_RANDOM = L.REROLL_RANDOM
-- Performance Cache
local print, rawget, rawset, tostring, ipairs, pairs, tonumber, wipe, select, setmetatable, getmetatable, tinsert, tremove, type, math_floor
= print, rawget, rawset, tostring, ipairs, pairs, tonumber, wipe, select, setmetatable, getmetatable, tinsert, tremove, type, math.floor
-- Global WoW API Cache
local C_Map_GetMapInfo = C_Map.GetMapInfo;
local InCombatLockdown = _G.InCombatLockdown;
local IsInInstance = IsInInstance
-- WoW API Cache
local GetFactionName = app.WOWAPI.GetFactionName;
local GetItemInfo = app.WOWAPI.GetItemInfo;
local GetItemID = app.WOWAPI.GetItemID;
local GetSpellName = app.WOWAPI.GetSpellName;
local GetTradeSkillTexture = app.WOWAPI.GetTradeSkillTexture;
local C_TradeSkillUI = C_TradeSkillUI;
local C_TradeSkillUI_GetCategories, C_TradeSkillUI_GetCategoryInfo, C_TradeSkillUI_GetRecipeInfo, C_TradeSkillUI_GetRecipeSchematic, C_TradeSkillUI_GetTradeSkillLineForRecipe
= C_TradeSkillUI.GetCategories, C_TradeSkillUI.GetCategoryInfo, C_TradeSkillUI.GetRecipeInfo, C_TradeSkillUI.GetRecipeSchematic, C_TradeSkillUI.GetTradeSkillLineForRecipe;
-- App & Module locals
local ArrayAppend = app.ArrayAppend
local CacheFields, SearchForField, SearchForFieldContainer, SearchForObject
= app.CacheFields, app.SearchForField, app.SearchForFieldContainer, app.SearchForObject
local IsRetrieving = app.Modules.RetrievingData.IsRetrieving;
local GetProgressColorText = app.Modules.Color.GetProgressColorText;
local TryColorizeName = app.TryColorizeName;
local DESCRIPTION_SEPARATOR = app.DESCRIPTION_SEPARATOR;
local GetDisplayID = app.GetDisplayID
local ATTAccountWideData;
-- Color Lib
local GetProgressColor = app.Modules.Color.GetProgressColor;
local Colorize = app.Modules.Color.Colorize;
-- Coroutine Helper Functions
local Push = app.Push;
local StartCoroutine = app.StartCoroutine;
local Callback = app.CallbackHandlers.Callback;
local DelayedCallback = app.CallbackHandlers.DelayedCallback;
local AfterCombatCallback = app.CallbackHandlers.AfterCombatCallback;
app.UpdateRunner = app.CreateRunner("update");
app.FillRunner = app.CreateRunner("fill");
local LocalizeGlobal = app.LocalizeGlobal
local LocalizeGlobalIfAllowed = app.LocalizeGlobalIfAllowed
local contains = app.contains;
local containsValue = app.containsValue;
local indexOf = app.indexOf;
local CloneArray = app.CloneArray
-- Data Lib
local AllTheThingsAD = {}; -- For account-wide data.
local function formatNumericWithCommas(amount)
local k
while true do
amount, k = tostring(amount):gsub("^(-?%d+)(%d%d%d)", '%1,%2')
if k == 0 then
break
end
end
return amount
end
local function GetMoneyString(amount)
if amount > 0 then
local formatted
local gold,silver,copper = math_floor(amount / 100 / 100), math_floor((amount / 100) % 100), math_floor(amount % 100)
if gold > 0 then
formatted = formatNumericWithCommas(gold) .. "|T237618:0|t"
end
if silver > 0 then
formatted = (formatted or "") .. silver .. "|T237620:0|t"
end
if copper > 0 then
formatted = (formatted or "") .. copper .. "|T237617:0|t"
end
return formatted
end
return amount
end
do -- TradeSkill Functionality
local tradeSkillSpecializationMap = app.SkillDB.Specializations
local specializationTradeSkillMap = app.SkillDB.BaseSkills
local tradeSkillMap = app.SkillDB.Conversion
-- this is still required by Shared Modules
app.SkillIDToSpellID = app.SkillDB.SkillToSpell
local function GetBaseTradeSkillID(skillID)
return tradeSkillMap[skillID] or skillID;
end
local function GetTradeSkillSpecialization(skillID)
return tradeSkillSpecializationMap[skillID];
end
app.GetTradeSkillLine = function()
local profInfo = C_TradeSkillUI.GetBaseProfessionInfo();
return GetBaseTradeSkillID(profInfo.professionID);
end
app.GetSpecializationBaseTradeSkill = function(specializationID)
return specializationTradeSkillMap[specializationID];
end
-- Refreshes the known Trade Skills/Professions of the current character (app.CurrentCharacter.Professions)
local function RefreshTradeSkillCache()
local cache = app.CurrentCharacter.Professions;
wipe(cache);
-- "Professions" that anyone can "know"
for _,skillID in ipairs(app.SkillDB.AlwaysAvailable) do
cache[skillID] = true
end
-- app.PrintDebug("RefreshTradeSkillCache");
local prof1, prof2, archaeology, fishing, cooking, firstAid = GetProfessions();
for i,j in ipairs({prof1 or 0, prof2 or 0, archaeology or 0, fishing or 0, cooking or 0, firstAid or 0}) do
if j ~= 0 then
local prof = select(7, GetProfessionInfo(j));
cache[GetBaseTradeSkillID(prof)] = true;
-- app.PrintDebug("KnownProfession",j,GetProfessionInfo(j));
local specializations = GetTradeSkillSpecialization(prof);
if specializations ~= nil then
for _,spellID in pairs(specializations) do
if spellID and app.IsSpellKnownHelper(spellID) then
cache[spellID] = true;
end
end
end
end
end
end
app.AddEventHandler("OnStartup", RefreshTradeSkillCache)
app.AddEventHandler("OnStartup", function()
local conversions = app.Settings.InformationTypeConversionMethods;
conversions.professionName = function(skillID)
local texture = GetTradeSkillTexture(skillID or 0)
local name = GetSpellName(app.SkillDB.SkillToSpell[skillID] or 0) or C_TradeSkillUI.GetTradeSkillDisplayName(skillID) or RETRIEVING_DATA
return texture and "|T"..texture..":0|t "..name or name
end;
end);
app.AddEventRegistration("SKILL_LINES_CHANGED", function()
-- app.PrintDebug("SKILL_LINES_CHANGED")
-- seems to be a reliable way to notice a player has changed professions? not sure how else often it actually triggers... hopefully not too excessive...
DelayedCallback(RefreshTradeSkillCache, 2);
end)
end -- TradeSkill Functionality
local function GetCollectibleIcon(data, iconOnly)
if data.collectible then
local collected = data.collected
if not collected and data.collectedwarband then
return iconOnly and L.COLLECTED_WARBAND_ICON or L.COLLECTED_WARBAND;
end
return iconOnly and app.GetCollectionIcon(collected) or app.GetCollectionText(collected);
end
end
local function GetTrackableIcon(data, iconOnly, forSaved)
if data.trackable then
local saved = data.saved;
-- only show if the data is saved, or is not repeatable
if saved or not rawget(data, "repeatable") then
if forSaved then
-- if for saved, we ignore if it is un-saved for less clutter
if saved then
return iconOnly and app.GetCompletionIcon(saved) or app.GetSavedText(saved);
end
else
return iconOnly and app.GetCompletionIcon(saved) or app.GetCompletionText(saved);
end
end
end
end
local function GetCostIconForRow(data, iconOnly)
-- cost only for filled groups, or if itself is a cost
if data.filledCost or data.isCost or (data.progress == data.total and ((data.costTotal or 0) > 0)) then
return L[iconOnly and "COST_ICON" or "COST_TEXT"];
end
end
local function GetCostIconForTooltip(data, iconOnly)
-- cost only if itself is a cost
if data.filledCost or data.collectibleAsCost then
return L[iconOnly and "COST_ICON" or "COST_TEXT"];
end
end
local function GetUpgradeIconForRow(data, iconOnly)
-- upgrade only for filled groups, or if itself is an upgrade
if data.filledUpgrade or data.isUpgrade or (data.progress == data.total and ((data.upgradeTotal or 0) > 0)) then
return L[iconOnly and "UPGRADE_ICON" or "UPGRADE_TEXT"];
end
end
local function GetUpgradeIconForTooltip(data, iconOnly)
-- upgrade only if itself has an upgrade
if data.filledUpgrade or data.collectibleAsUpgrade then
return L[iconOnly and "UPGRADE_ICON" or "UPGRADE_TEXT"];
end
end
local function GetReagentIcon(data, iconOnly)
if data.filledReagent then
return L[iconOnly and "REAGENT_ICON" or "REAGENT_TEXT"];
end
end
local function GetProgressTextForRow(data)
-- build the row text from left to right with possible info
local text = {}
-- Reagent (show reagent icon)
local icon = GetReagentIcon(data, true);
if icon then
tinsert(text, icon)
end
-- Cost (show cost icon)
icon = GetCostIconForRow(data, true);
if icon then
tinsert(text, icon)
end
-- Upgrade (show upgrade icon)
icon = GetUpgradeIconForRow(data, true);
if icon then
tinsert(text, icon)
end
-- Progress Achievement
local statistic = data.statistic
if statistic then
tinsert(text, "["..statistic.."]")
end
-- Collectible
local stateIcon = GetCollectibleIcon(data, true)
if stateIcon then
tinsert(text, stateIcon)
end
-- Container
local total = data.total;
local isContainer = total and (total > 1 or (total > 0 and not data.collectible));
if isContainer then
local textContainer = GetProgressColorText(data.progress or 0, total)
tinsert(text, textContainer)
end
-- Non-collectible/total Container (only contains visible, non-collectibles...)
local g = data.g;
if not stateIcon and not isContainer and g and #g > 0 then
local headerText;
if data.expanded then
headerText = "---";
else
headerText = "+++";
end
tinsert(text, headerText)
end
-- Trackable (Only if no other text available)
if #text == 0 then
stateIcon = GetTrackableIcon(data, true)
if stateIcon then
tinsert(text, stateIcon)
end
end
return app.TableConcat(text, nil, "", " ");
end
local function GetProgressTextForTooltip(data)
-- build the row text from left to right with possible info
local text = {}
local iconOnly = app.Settings:GetTooltipSetting("ShowIconOnly");
-- Reagent (show reagent icon)
local icon = GetReagentIcon(data, iconOnly);
if icon then
tinsert(text, icon)
end
-- Cost (show cost icon)
icon = GetCostIconForTooltip(data, iconOnly);
if icon then
tinsert(text, icon)
end
-- Upgrade (show upgrade icon)
icon = GetUpgradeIconForTooltip(data, iconOnly);
if icon then
tinsert(text, icon)
end
-- Progress Achievement (this is a bit redundant with the 'Progress' information type for tooltips)
-- local statistic = data.statistic
-- if statistic then
-- tinsert(text, "["..statistic.."]")
-- end
-- Collectible
local stateIcon = GetCollectibleIcon(data, iconOnly)
if stateIcon then
tinsert(text, stateIcon)
end
-- Saved (only certain data types)
if data.npcID then
stateIcon = GetTrackableIcon(data, iconOnly, true)
if stateIcon then
tinsert(text, stateIcon)
end
end
-- Container
local total = data.total;
local isContainer = total and (total > 1 or (total > 0 and not data.collectible));
if isContainer then
local textContainer = GetProgressColorText(data.progress or 0, total)
if textContainer then
tinsert(text, textContainer)
end
end
-- Trackable (Only if no other text available)
if #text == 0 then
stateIcon = GetTrackableIcon(data, iconOnly)
if stateIcon then
tinsert(text, stateIcon)
end
end
return app.TableConcat(text, nil, "", " ");
end
app.GetProgressTextForRow = GetProgressTextForRow;
app.GetProgressTextForTooltip = GetProgressTextForTooltip;
-- Fields which are dynamic or pertain only to the specific ATT window and should never merge automatically
-- Maybe build from /base.lua:DefaultFields since those always are able to be dynamic
app.MergeSkipFields = {
-- true -> never
expanded = true,
indent = true,
g = true,
nmr = true,
nmc = true,
progress = true,
total = true,
visible = true,
modItemID = true,
rawlink = true,
sourceIgnored = true,
isCost = true,
costTotal = true,
isUpgrade = true,
upgradeTotal = true,
iconPath = true,
hash = true,
sharedDescription = true,
-- fields added to a group from GetSearchResults
tooltipInfo = true,
working = true,
-- update cached info
TLUG = true,
-- 1 -> only when cloning
e = 1,
u = 1,
c = 1,
up = 1,
pb = 1,
pvp = 1,
races = 1,
isDaily = 1,
isWeekly = 1,
isMonthly = 1,
isYearly = 1,
OnUpdate = 1,
requireSkill = 1,
modID = 1,
bonusID = 1,
};
-- Fields on a Thing which are specific to where the Thing is Sourced or displayed in a ATT window
app.SourceSpecificFields = {
-- Returns the 'most obtainable' event value from the provided set of event values
["e"] = function(...)
-- print("GetMostObtainableValue:")
-- app.PrintTable(vals)
local e;
local vals = select("#", ...);
for i=1,vals do
e = select(i, ...);
-- missing e value means NOT requiring an event
if not e then return; end
end
return e;
end,
-- Returns the 'most obtainable' unobtainable value from the provided set of unobtainable values
["u"] = function(...)
-- app.PrintDebug("GetMostObtainableValue:")
local max, check, new = -1, nil, nil;
local phases = L.PHASES;
local phase, u;
local vals = select("#", ...);
-- app.PrintDebug(...)
for i=1,vals do
u = select(i, ...);
-- missing u value means NOT unobtainable
if not u then return; end
phase = phases[u];
if phase then
check = phase.state or 0;
else
-- otherwise it's an invalid unobtainable filter
app.print("Invalid Unobtainable Filter:",u);
return;
end
-- track the highest unobtainable value, which is the most obtainable (according to PHASES)
if check > max then
new = u;
max = check;
elseif u > new then
new = u
end
end
-- app.PrintDebug("new:",new)
return new;
end,
-- Returns the 'highest' Removed with Patch value from the provided set of `rwp` values
["rwp"] = function(...)
local max, rwp = -1,nil;
local vals = select("#", ...);
for i=1,vals do
rwp = select(i, ...);
-- missing rwp value means NOT removed
if not rwp then return; end
-- track the highest rwp value, which is the furthest-future patch
if rwp > max then
max = rwp;
end
end
-- print("max:",max)
return max;
end,
-- Simple boolean
["pvp"] = true,
["pb"] = true,
["requireSkill"] = true,
};
-- Merges the properties of the t group into the g group, making sure not to alter the filterability of the group.
-- Additionally can specify that the object is being cloned so as to skip special merge restrictions
local function MergeProperties(g, t, noReplace, clone)
if g and t then
if g ~= t then
g.__merge = t
end
local skips = app.MergeSkipFields;
if noReplace then
for k,v in pairs(t) do
-- certain keys should never transfer to the merge group directly
if k == "parent" then
if not rawget(g, "sourceParent") then
g.sourceParent = v;
end
elseif not skips[k] then
if rawget(g, k) == nil then
g[k] = v;
end
end
end
elseif clone then
for k,v in pairs(t) do
-- certain keys should never transfer to the merge group directly
if k == "parent" then
if not rawget(g, "sourceParent") then
g.sourceParent = v;
end
elseif skips[k] ~= true then
g[k] = v;
end
end
else
for k,v in pairs(t) do
-- certain keys should never transfer to the merge group directly
if k == "parent" then
if not rawget(g, "sourceParent") then
g.sourceParent = v;
end
elseif not skips[k] then
g[k] = v;
end
end
end
-- custom special logic for fields which need to represent the commonality between all Sources of a group
-- loop through specific fields for custom logic
-- initial creation of a g object, has no key
if not g.key then
for k,_ in pairs(app.SourceSpecificFields) do
g[k] = t[k];
end
else
local gk, tk;
for k,f in pairs(app.SourceSpecificFields) do
-- existing is set
gk = g[k];
if gk then
tk = t[k];
-- no value on merger
if tk == nil then
-- app.PrintDebug(g.hash,"remove",k,gk,tk)
g[k] = nil;
elseif f and type(f) == "function" then
-- two different values with a compare function
-- app.PrintDebug(g.hash,"compare",k,gk,tk)
g[k] = f(gk, tk);
-- app.PrintDebug(g.hash,"result",g[k])
end
end
end
end
-- only copy metatable to g if another hasn't been set already
if not getmetatable(g) and getmetatable(t) then
setmetatable(g, getmetatable(t));
end
end
end
app.MergeProperties = MergeProperties;
-- The base logic for turning a Table of data into an 'object' that provides dynamic information concerning the type of object which was identified
-- based on the priority of possible key values
local function CreateObject(t, rootOnly)
-- app.PrintDebug("CO",t);
-- Commented this part out because there aren't enough class definitions exposed to the logic yet
-- Retail class design is still wildin' and doesn't use the CreateClass functionality
--local object = app.CloneClassInstance(t, rootOnly);
--if object and getmetatable(object) then return object; end
if not t then return {}; end
-- already an object, so need to create a new instance of the same data
if t.key then
local result = {};
-- app.PrintDebug("CO.key",t.key,t[t.key],"=>",result);
MergeProperties(result, t, nil, true);
-- include the raw g since it will be replaced at the end with new objects
result.g = t.g;
t = result;
-- if not getmetatable(t) then
-- app.PrintDebug(Colorize("Bad CreateObject (key without metatable) used:",app.Colors.ChatLinkError))
-- app.PrintTable(t)
-- end
-- app.PrintDebug("Merge done",result.key,result[result.key], t, result);
-- is it an array of raw datas which needs to be turned into an array of usable objects
elseif t[1] then
local result = {};
-- array
-- app.PrintDebug("CO.[]","=>",result);
for i,o in ipairs(t) do
result[i] = CreateObject(o, rootOnly);
end
return result;
-- use the highest-priority piece of data which exists in the table to turn it into an object
else
-- a table which somehow has a metatable which doesn't include a 'key' field
local meta = getmetatable(t);
if meta then
app.PrintDebug(Colorize("Bad CreateObject (metatable without key) used:",app.Colors.ChatLinkError))
app.PrintTable(t)
local result = {};
-- app.PrintDebug("CO.meta","=>",result);
MergeProperties(result, t, nil, true);
if not rootOnly and t.g then
local newg = {}
result.g = newg
for i,o in ipairs(t.g) do
newg[#newg+1] = CreateObject(o)
end
end
setmetatable(result, meta);
return result;
end
if t.mapID then
t = app.CreateMap(t.mapID, t);
elseif t.explorationID then
t = app.CreateExploration(t.explorationID, t);
elseif t.sourceID then
t = app.CreateItemSource(t.sourceID, t.itemID, t);
elseif t.encounterID then
t = app.CreateEncounter(t.encounterID, t);
elseif t.instanceID then
t = app.CreateInstance(t.instanceID, t);
elseif t.currencyID then
t = app.CreateCurrencyClass(t.currencyID, t);
elseif t.mountmodID then
t = app.CreateMountMod(t.mountmodID, t);
elseif t.speciesID then
t = app.CreateSpecies(t.speciesID, t);
elseif t.objectID then
t = app.CreateObject(t.objectID, t);
elseif t.flightpathID then
t = app.CreateFlightPath(t.flightpathID, t);
elseif t.followerID then
t = app.CreateFollower(t.followerID, t);
elseif t.illusionID then
t = app.CreateIllusion(t.illusionID, t);
elseif t.professionID then
t = app.CreateProfession(t.professionID, t);
elseif t.categoryID then
t = app.CreateCategory(t.categoryID, t);
elseif t.criteriaID then
t = app.CreateAchievementCriteria(t.criteriaID, t);
elseif t.achID or t.achievementID then
t = app.CreateAchievement(t.achID or t.achievementID, t);
elseif t.recipeID then
t = app.CreateRecipe(t.recipeID, t);
elseif t.factionID then
t = app.CreateFaction(t.factionID, t);
elseif t.heirloomID then
t = app.CreateHeirloom(t.heirloomID, t);
elseif t.azeriteessenceID then
t = app.CreateAzeriteEssence(t.azeriteessenceID, t);
elseif t.itemID or t.modItemID then
local itemID, modID, bonusID = app.GetItemIDAndModID(t.modItemID or t.itemID)
t.itemID = itemID
t.modID = modID
t.bonusID = bonusID
if t.toyID then
t = app.CreateToy(itemID, t);
elseif t.runeforgepowerID then
t = app.CreateRuneforgeLegendary(t.runeforgepowerID, t);
elseif t.conduitID then
t = app.CreateConduit(t.conduitID, t);
else
t = app.CreateItem(itemID, t);
end
elseif t.npcID or t.creatureID then
t = app.CreateNPC(t.npcID or t.creatureID, t);
elseif t.questID then
t = app.CreateQuest(t.questID, t);
-- Non-Thing groups
elseif t.classID then
t = app.CreateCharacterClass(t.classID, t);
elseif t.raceID then
t = app.CreateRace(t.raceID, t);
elseif t.headerID then
t = app.CreateNPC(t.headerID, t);
elseif t.expansionID then
t = app.CreateExpansion(t.expansionID, t);
elseif t.unit then
t = app.CreateUnit(t.unit, t);
elseif t.difficultyID then
t = app.CreateDifficulty(t.difficultyID, t);
elseif t.spellID then
t = app.CreateSpell(t.spellID, t);
elseif t.f or t.filterID then
t = app.CreateFilter(t.f or t.filterID, t);
elseif t.text then
t = app.CreateRawText(t.text, t)
else
-- app.PrintDebug("CO:raw");
-- app.PrintTable(t);
if rootOnly then
-- shallow copy the root table only, since using t as a metatable will allow .g to exist still on the table
-- app.PrintDebug("rootOnly copy of",t.text)
local result = {};
for k,v in pairs(t) do
result[k] = v;
end
t = result;
else
-- app.PrintDebug("metatable copy of",t.text)
t = setmetatable({}, { __index = t });
end
end
-- app.PrintDebug("CO.field","=>",t);
end
-- allows for copying an object without all of the sub-groups
if rootOnly then
t.g = nil;
else
-- app.PrintDebug("CreateObject key/value",t.key,t[t.key]);
-- if g, then replace each object in all sub groups with an object version of the table
local g = t.g;
if g then
local gNew = {};
for i,o in ipairs(g) do
gNew[i] = CreateObject(o)
end
t.g = gNew;
end
end
return t;
end
app.__CreateObject = CreateObject;
local function GetUnobtainableTexture(group)
if not group then return; end
if type(group) ~= "table" then
-- This function shouldn't be used with only u anymore!
app.print("Invalid use of GetUnobtainableTexture", group);
return;
end
-- Determine the texture color, default is green for events.
-- TODO: Use 4 for inactive events, use 5 for active events
local filter, u = 4, group.u;
if u then
-- only b = 0 (BoE), not BoA/BoP
-- removed, elite, bmah, tcg, summon
if u > 1 and u < 12 and group.itemID and (group.b or 0) == 0 then
filter = 2;
else
local phase = L.PHASES[u];
if phase then
if not phase.buildVersion or app.GameBuildVersion < phase.buildVersion then
filter = phase.state or 0;
else
-- This is a phase that's available. No icon.
return;
end
else
-- otherwise it's an invalid unobtainable filter
app.print("Invalid Unobtainable Filter:",u);
return;
end
end
return L.UNOBTAINABLE_ITEM_TEXTURES[filter];
end
if group.e then
return L.UNOBTAINABLE_ITEM_TEXTURES[app.Modules.Events.FilterIsEventActive(group) and 5 or 4];
end
end
app.GetUnobtainableTexture = GetUnobtainableTexture;
-- Returns an applicable Indicator Icon Texture for the specific group if one can be determined
app.GetIndicatorIcon = function(group)
-- Use the group's own indicator if defined
local groupIndicator = group.indicatorIcon
if groupIndicator then return groupIndicator end
-- Otherwise use some common logic
if group.saved then
if group.parent and group.parent.locks or group.repeatable then
return app.asset("known");
else
return app.asset("known_green");
end
end
return GetUnobtainableTexture(group);
end
local function GetRelativeFieldInSet(group, field, set)
if group then
return set[group[field]] or GetRelativeFieldInSet(group.sourceParent or group.parent, field, set);
end
end
-- Merges an Object into an existing set of Objects so as to not duplicate any incoming Objects
local MergeObject,
-- Nests an Object under another Object, only creating the 'g' group if necessary
-- ex. NestObject(parent, new, newCreate, index)
NestObject,
-- Merges multiple Objects into an existing set of Objects so as to not duplicate any incoming Objects
-- ex. MergeObjects(group, group2, newCreate)
MergeObjects,
-- Nests multiple Objects under another Object, only creating the 'g' group if necessary
-- ex. NestObjects(parent, groups, newCreate)
NestObjects,
-- Nests multiple Objects under another Object using an optional set of functions to determine priority on the adding of objects, only creating the 'g' group if necessary
-- ex. PriorityNestObjects(parent, groups, newCreate, function1, function2, ...)
PriorityNestObjects;
(function()
local function GetHash(t)
local hash = app.CreateHash(t);
app.PrintDebug(Colorize("No base .hash for t:",app.Colors.ChatLinkError),hash,t.text);
app.PrintTable(t)
return hash;
end
MergeObject = function(g, t, index, newCreate)
if g and t then
local hash = t.hash or GetHash(t);
for i,o in ipairs(g) do
if (o.hash or GetHash(o)) == hash then
MergeProperties(o, t, true);
NestObjects(o, t.g, newCreate);
return
end
end
if newCreate then t = CreateObject(t); end
if index then
tinsert(g, index, t);
else
g[#g + 1] = t
end
end
end
NestObject = function(p, t, newCreate, index)
if not p or not t then return end
local g = p.g;
if g then
MergeObject(g, t, index, newCreate);
elseif newCreate then
p.g = { CreateObject(t) };
else
p.g = { t };
end
end
MergeObjects = function(g, g2, newCreate)
if not g or not g2 then return end
if #g2 > 25 then
local t, hash, hashObj
local hashTable = {}
for i,o in ipairs(g) do
local hash = o.hash;
if hash then
-- are we merging the same object multiple times from one group?
hashObj = hashTable[hash]
if hashObj then
-- don't replace existing properties
MergeProperties(hashObj, o, true);
else
hashTable[hash] = o;
end
end
end
if newCreate then
for i,o in ipairs(g2) do
hash = o.hash;
-- print("_",hash);
if hash then
t = hashTable[hash];
if t then
MergeProperties(t, o, true);
NestObjects(t, o.g, newCreate);
else
t = CreateObject(o);
hashTable[hash] = t;
g[#g + 1] = t
end
else
g[#g + 1] = CreateObject(o)
end
end
else
for i,o in ipairs(g2) do
hash = o.hash;
-- print("_",hash);
if hash then
t = hashTable[hash];
if t then
MergeProperties(t, o, true);
NestObjects(t, o.g);
else
hashTable[hash] = o;
g[#g + 1] = o
end
else
g[#g + 1] = CreateObject(o)
end
end
end
else
for i,o in ipairs(g2) do
MergeObject(g, o, nil, newCreate);
end
end
end
NestObjects = function(p, g, newCreate)
if not g then return; end
local pg = p.g;
if pg then
MergeObjects(pg, g, newCreate);
elseif #g > 0 then
p.g = {};
MergeObjects(p.g, g, newCreate);
end
end
PriorityNestObjects = function(p, g, newCreate, ...)
if not g or #g == 0 then return; end
local pFuncs = {...};
if pFuncs[1] then
-- app.PrintDebug("PriorityNestObjects",#pFuncs,"Priorities",#g,"Objects")
-- setup containers for the priority buckets
local pBuckets, pBucket, skipped = {}, nil, nil;
for i,_ in ipairs(pFuncs) do
pBuckets[i] = {};
end
-- check each object
for _,o in ipairs(g) do
-- check each priority function
for i,pFunc in ipairs(pFuncs) do
-- if the function matches, put the object in the bucket
if pFunc(o) then
-- app.PrintDebug("Matched Priority Function",i,o.hash)
pBucket = pBuckets[i];
pBucket[#pBucket + 1] = o
break;
end
end
-- no bucket was found, put in skipped
if not pBucket then
-- app.PrintDebug("No Priority",o.hash)
if skipped then skipped[#skipped + 1] = o
else skipped = { o }; end
end
-- reset bucket
pBucket = nil;
end
-- then nest each bucket in order of priority
for i,pBucket in ipairs(pBuckets) do
-- app.PrintDebug("Nesting Priority Bucket",i,#pBucket)
NestObjects(p, pBucket, newCreate);
-- app.PrintDebug(".g",p.g and #p.g)
end
-- and nest anything skipped
-- app.PrintDebug("Nesting Skipped",skipped and #skipped)
NestObjects(p, skipped, newCreate);
-- app.PrintDebug(".g",p.g and #p.g)
else
NestObjects(p, g, newCreate);
end
-- app.PrintDebug("PNO-Done",#pFuncs,"Priorities",#g,"Objects",p.g and #p.g)
end
-- Merges multiple sources of an object into a single object. Can specify to clean out all sub-groups of the result
app.MergedObject = function(group, rootOnly)
if not group or not group[1] then return; end
local merged = CreateObject(group[1], rootOnly);
for i=2,#group do
MergeProperties(merged, group[i]);
end
-- for a merged object, clean any other references it might still have
merged.sourceParent = nil;
merged.parent = nil;
if rootOnly then
merged.g = nil;
end
return merged;
end
app.NestObject = NestObject
app.NestObjects = NestObjects
end)();
local ExpandGroupsRecursively;
do
local SkipAutoExpands = {
-- Specific HeaderID values should not expand
headerID = {
[app.HeaderConstants.ZONE_DROPS] = true,
[app.HeaderConstants.COMMON_BOSS_DROPS] = true,
[app.HeaderConstants.HOLIDAYS] = true
},
-- Item/Difficulty as Headers should not expand
itemID = true,
difficultyID = true,
}
local function SkipAutoExpand(group)
local key = group.key;
local skipKey = SkipAutoExpands[key];
if not skipKey then return; end
return skipKey == true or skipKey[group[key]];
end
ExpandGroupsRecursively = function(group, expanded, manual)
-- expand if there is any sub-group
if group.g then
-- app.PrintDebug("EGR",group.hash,expanded,manual);
-- if manually expanding
if (manual or (
-- not a skipped group for auto-expansion
not SkipAutoExpand(group) and
-- incomplete things actually exist below itself
((group.total or 0) > (group.progress or 0)) and
-- account/debug mode is active or it is not a 'saved' thing for this character
(app.MODE_DEBUG_OR_ACCOUNT or not group.saved))
) then
-- app.PrintDebug("EGR:expand");
group.expanded = expanded;
for _,subgroup in ipairs(group.g) do
ExpandGroupsRecursively(subgroup, expanded, manual);
end
end
end
end
end
local ResolveSymbolicLink;
-- Fills & returns a group with its symlink references, along with all sub-groups recursively if specified
-- This should only be used on a cloned group so the source group is not contaminated
local function FillSymLinks(group, recursive)