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OutfitterInventory.lua
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OutfitterInventory.lua
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----------------------------------------
-- General
----------------------------------------
function Outfitter:FindNextCooldownItem(pItemCodes, pIgnoreSwapCooldown)
local vInventoryCache = self:GetInventoryCache()
local vBestItem, vBestTime
for _, vItemCode in ipairs(pItemCodes) do
if type(vItemCode) == "string" then
local vItemName, vItemLink = C_Item.GetItemInfo(vItemCode)
if vItemLink then
vItemCode = self:ParseItemLink2(vItemLink)[1]
end
end
local vItems = vItemCode and vInventoryCache.ItemsByCode[vItemCode]
if vItems then
for _, vItemInfo in ipairs(vItems) do
local vStart, vDuration, vEnabled
if vItemInfo.Location.BagIndex then
vStart, vDuration, vEnabled = C_Container.GetContainerItemCooldown(vItemInfo.Location.BagIndex, vItemInfo.Location.BagSlotIndex)
elseif vItemInfo.Location.SlotID then
vStart, vDuration, vEnabled = GetInventoryItemCooldown("player", vItemInfo.Location.SlotID)
end
local vRemainingTime
if vEnabled == 1 and vStart ~= 0 then
local vElapsed = GetTime() - vStart
vRemainingTime = vDuration - vElapsed
elseif self:ItemHasUseFeature(vItemInfo.Link) then
vRemainingTime = 0
else
vRemainingTime = 30 -- Items without a /use are just considered to be 30 secs so that they have lowest priority
end
-- If it's in the bag then the minimum is 30 secs
if vItemInfo.Location.BagIndex
and not pIgnoreSwapCooldown
and vRemainingTime < 30 then
vRemainingTime = 30
end
-- Compare it to the current result
if not vBestTime or vRemainingTime < vBestTime then
vBestItem = vItemInfo
vBestTime = vRemainingTime
end
end
end
end
return vBestItem, vBestTime
end
function Outfitter:InventorySlotIsEmpty(pInventorySlot)
return GetInventoryItemTexture("player", self.cSlotIDs[pInventorySlot]) == nil
end
function Outfitter:GetBagItemInfo(bagIndex, slotIndex)
local itemLink = OutfitterAPI:GetContainerItemLink(bagIndex, slotIndex)
if not itemLink then
return
end
local itemInfo = self:GetItemInfoFromLink(itemLink)
if not itemInfo then
return
end
local location = ItemLocation:CreateFromBagAndSlot(bagIndex, slotIndex)
itemInfo.Texture = OutfitterAPI:GetContainerItemInfo(bagIndex, slotIndex)
-- itemInfo.Gem1, itemInfo.Gem2, itemInfo.Gem3, itemInfo.Gem4 = GetContainerItemGems(bagIndex, slotIndex)
itemInfo.AzeriteCodes = self:GetAzeriteCodesForLocation(location)
itemInfo.Location = {BagIndex = bagIndex, BagSlotIndex = slotIndex}
return itemInfo
end
function Outfitter:GetBagItemLinkInfo(bagIndex, slotIndex)
local itemLink = OutfitterAPI:GetContainerItemLink(bagIndex, slotIndex)
if not itemLink then
return
end
return self:ParseItemLink2(itemLink)
end
function Outfitter:GetBagItemInvType(bagIndex, slotIndex)
local itemLink = OutfitterAPI:GetContainerItemLink(bagIndex, slotIndex)
if not itemLink then
return
end
local _, _, _, _, _, _, _, _, itemInvType = C_Item.GetItemInfo(itemLink)
return itemInvType
end
function Outfitter:GetItemLocationLink(pItemLocation)
if not pItemLocation then
return
end
if pItemLocation.BagIndex then
return OutfitterAPI:GetContainerItemLink(pItemLocation.BagIndex, pItemLocation.BagSlotIndex)
elseif pItemLocation.SlotName then
return self:GetInventorySlotIDLink(GetInventorySlotInfo(pItemLocation.SlotName))
else
self:ErrorMessage("Unknown location in GetItemLocationLink")
return
end
end
function Outfitter:GetItemLocationBagType(pItemLocation)
if not pItemLocation then
return
end
if pItemLocation.BagIndex then
return self:GetBagItemBagType(pItemLocation.BagIndex, pItemLocation.BagSlotIndex)
elseif pItemLocation.SlotName then
return self:GetSlotIDItemBagType(self.cSlotIDs[pItemLocation.SlotName])
else
self:ErrorMessage("Unknown location in GetItemLocationBagType")
return
end
end
function Outfitter:GetBagItemBagType(pBagIndex, pSlotIndex)
local vItemCodes = self:GetBagItemLinkInfo(pBagIndex, pSlotIndex)
if not vItemCodes then
return
end
return C_Item.GetItemFamily(vItemCodes[1])
end
function Outfitter:GetSlotIDLinkInfo(pSlotID)
return self:ParseItemLink2(self:GetInventorySlotIDLink(pSlotID))
end
function Outfitter:GetSlotIDItemBagType(pSlotID)
local vItemCodes = self:GetSlotIDLinkInfo(pSlotID)
if not vItemCodes then
return
end
return C_Item.GetItemFamily(vItemCodes[1])
end
function Outfitter:ParseItemLink2(pItemLink)
if not pItemLink then
return
end
local _, _, vLinkType = string.find(pItemLink, "|H([^:]+):")
if vLinkType ~= "item" then
return
end
local vStartIndex, vEndIndex, vCodeStrings, vName = string.find(pItemLink, "|Hitem:([^|]*)|h%[([^%]]*)%]|h")
-- self:DebugMessage("start %s, end %s, codes %s, name %s", tostring(vStartIndex), tostring(vEndIndex), tostring(vCodeStrings), tostring(vName))
if not vCodeStrings then
return
end
local vCodes = {}
for vCodeString in string.gmatch(vCodeStrings..":", "%d*:") do
local vCode = tonumber(strmatch(vCodeString, "(%d+):")) or 0
vCodes[#vCodes + 1] = vCode
end
return vCodes, vName
end
function Outfitter:GetItemInfoFromLink(itemLink)
-- Return nothing if no link is given
if not itemLink then
return
end
-- Create the object and have it populate itself
local itemInfo = Outfitter:New(Outfitter._ItemInfoMetaTable)
itemInfo:GetItemInfoFromLink(itemLink)
-- Done
return itemInfo
end
function Outfitter:GetItemInfoFromCode(itemCode)
local itemInfo = Outfitter:New(Outfitter._ItemInfoMetaTable)
itemInfo:GetItemInfoFromCode(itemCode)
return itemInfo
end
function Outfitter:GetBagSlotItemName(bag, slot)
local tooltip = self.TooltipLib:SharedTooltip()
tooltip:ClearLines()
tooltip:SetBagItem(bag, slot)
if not tooltip:IsShown() then
return
end
-- Find the first left text line
local tooltipName = tooltip:GetName()
local textLeft1Name = tooltipName.."TextLeft1"
local textLeft1 = _G[textLeft1Name]
-- Return the item name
local itemName = textLeft1:GetText()
return itemName
end
function Outfitter:IsBankBagIndex(pBagIndex)
return pBagIndex and (pBagIndex > NUM_TOTAL_EQUIPPED_BAG_SLOTS or pBagIndex < 0)
end
----------------------------------------
Outfitter._ItemInfo = {}
setmetatable(Outfitter._ItemInfo, Outfitter.ObjectMetaTable)
Outfitter._ItemInfoMetaTable = {__index = Outfitter._ItemInfo}
----------------------------------------
function Outfitter._ItemInfo:Construct()
end
function Outfitter._ItemInfo:GetItemInfoFromCode(itemCode)
local itemFamilyName,
itemLink,
itemQuality,
itemLevel,
itemMinLevel,
itemType,
itemSubType,
itemCount,
itemInvType = C_Item.GetItemInfo(itemCode)
--
self.Name = itemFamilyName
self.Link = ""
self.Code = itemCode
self.SubCode = 0
self.Quality = itemQuality
self.Level = itemLevel
self.MinLevel = itemMinLevel
self.Type = itemType
self.SubType = itemSubType
self.Count = itemCount
self.InvType = itemInvType
self.EnchantCode = 0
self.JewelCode1 = 0
self.JewelCode2 = 0
self.JewelCode3 = 0
self.JewelCode4 = 0
self.UniqueID = 0
self.UpgradeTypeID = 0
self.InstanceDifficultyID = 0
self.BonusIDs = "::"
self.UpgradeID = 0
-- Return if there's no inventory type
if not itemInvType
or itemInvType == "" then
return
end
-- If it's a known inventory type add that knowledge to the item info
local invTypeInfo = Outfitter.cInvTypeToSlotName[itemInvType]
if invTypeInfo then
-- Get the slot name
if not invTypeInfo.SlotName then
Outfitter:ErrorMessage("Unknown slot name for inventory type "..itemInvType)
return
end
-- Save the slot info
self.ItemSlotName = invTypeInfo.SlotName
self.MetaSlotName = invTypeInfo.MetaSlotName
else
-- This function can be used to query non-equippable items, so it's not an error for
-- the inventory type to be unknown. Should Blizzard ever add a new type though, this
-- debug message may be useful in figuring out its characteristics
-- Outfitter:ErrorMessage("Unknown slot type "..itemInvType.." for item "..itemName)
end
end
function Outfitter._ItemInfo:GetItemInfoFromLink(itemLink)
-- Do nothing if invalid
if not itemLink then
return
end
-- Do nothing if the codes can't be extracted
local itemCodes, itemName = Outfitter:ParseItemLink2(itemLink)
if not itemCodes then
return
end
-- Start with the base code info
self:GetItemInfoFromCode(itemCodes[1])
-- The provided itemLink may have Quality, ItemLevel etc. that differ from the base item.
-- supersede info from ItemCode with info from the provided itemLink:
local _, _,
itemQuality,
itemLevel,
itemMinLevel = C_Item.GetItemInfo(itemLink)
self.Name = itemName
self.Link = itemLink
self.Quality = itemQuality
self.Level = itemLevel
self.MinLevel = itemMinLevel
-- Fill in the rest from itemCodes
self.EnchantCode = itemCodes[2] or 0
self.JewelCode1 = itemCodes[3] or 0
self.JewelCode2 = itemCodes[4] or 0
self.JewelCode3 = itemCodes[5] or 0
self.JewelCode4 = itemCodes[6] or 0
self.SubCode = itemCodes[7] or 0
self.UniqueID = itemCodes[8] or 0
-- self.LinkLevel = itemCodes[9] -- LinkLevel is the level of the player who generated the link, which isn't interesting to us
-- self.SpecializationID = itemCodes[10] -- DON'T capture this
self.UpgradeTypeID = itemCodes[11] or 0
self.InstanceDifficultyID = itemCodes[12] or 0
local numBonusIDsString = itemCodes[13]
local index = 14
local numBonusIDs = tonumber(numBonusIDsString)
local bonusID1, bonusID2
if numBonusIDs > 0 then
bonusID1 = itemCodes[index]
index = index + 1
end
if numBonusIDs > 1 then
bonusID2 = itemCodes[index]
index = index + 1
end
self.BonusIDs = (numBonusIDsString ~= 0 and numBonusIDsString or "")..":"..(bonusID1 ~= 0 and bonusID1 or "")..":"..(bonusID2 ~= 0 and bonusID2 or "")
self.UpgradeID = itemCodes[index] or 0
end
function Outfitter._ItemInfo:ParseTooltip()
-- Grab a tooltip
local tooltip = Outfitter.TooltipLib:SharedTooltip()
tooltip:ClearLines()
if self.Location and self.Location.BagIndex then
tooltip:SetBagItem(self.Location.BagIndex, self.Location.BagSlotIndex)
elseif self.Location and self.Location.SlotID then
tooltip:SetInventoryItem("player", self.Location.SlotID)
elseif self.Link then
tooltip:SetHyperlink(self.Link)
else
assert(false, "can't find item for tooltip")
return
end
-- Return if something went wrong
if not tooltip:IsShown() then
return
end
-- Iterate the lines of the tooltip
for line in Outfitter.TooltipLib:TooltipLines(tooltip) do
self:ParseTooltipLine(line.leftText, line.leftColor)
end
-- Done
self.didParseTooltip = true
end
function Outfitter._ItemInfo:ParseTooltipLine(text, color)
-- Check for Binds on Equip
if text == ITEM_BIND_ON_EQUIP then
self.BoE = true
return
end
-- Check for Unique-Equipped
local type, count = text:match(Outfitter.cUniqueEquippedSearchPattern)
if type then
self.UniqueType = type
self.UniqueCount = tonumber(count)
return
end
-- Check for Requires
if text:match(Outfitter.cRequiresPrefix) then
local hsvColor = Outfitter:RGBToHSV(color)
self.FailedRequirements = hsvColor.s > 0.2 and hsvColor.v > 0.2 and (hsvColor.h < 50 or hsvColor.h > 310)
return
end
end
function Outfitter._ItemInfo:GetBoE()
-- Get the info from the tooltip if necessary
if not self.didParseTooltip then
self:ParseTooltip()
end
-- Return the value
return self.BoE
end
function Outfitter._ItemInfo:GetMeetsRequirements()
-- Get the info from the tooltip if necessary
if not self.didParseTooltip then
self:ParseTooltip()
end
-- Return the value
return not self.FailedRequirements
end
function Outfitter._ItemInfo:GetUniqueEquipTypes()
-- Get the info from the tooltip if necessary
if not self.didParseTooltip then
self:ParseTooltip()
end
-- Return nothing if there is nothing
if not self.UniqueType then
return
end
-- Return the values
return {[self.UniqueType] = self.UniqueCount}
end
----------------------------------------
--
----------------------------------------
function Outfitter:GetInventoryItemInfo(pInventorySlot)
local vSlotID = self.cSlotIDs[pInventorySlot]
if not vSlotID then
return
end
local vItemInfo = self:GetSlotIDItemInfo(vSlotID)
if not vItemInfo then
return
end
vItemInfo.Location.SlotName = pInventorySlot
return vItemInfo
end
function Outfitter:GetSlotIDItemInfo(slotID)
local itemLink = self:GetInventorySlotIDLink(slotID)
if not itemLink then
return
end
local itemInfo = self:GetItemInfoFromLink(itemLink)
if not itemInfo then
return
end
local location = ItemLocation:CreateFromEquipmentSlot(slotID)
itemInfo.Quality = GetInventoryItemQuality("player", slotID)
itemInfo.Texture = GetInventoryItemTexture("player", slotID)
-- itemInfo.Gem1, itemInfo.Gem2, itemInfo.Gem3, itemInfo.Gem4 = GetInventoryItemGems(slotID)
itemInfo.AzeriteCodes = self:GetAzeriteCodesForLocation(location)
itemInfo.Location = {SlotID = slotID}
local location = ItemLocation:CreateFromEquipmentSlot(slotID)
return itemInfo
end
function Outfitter:GetAzeriteCodesForLocation(location)
local success,isAzeriteItem = pcall( function() return C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItem(location) end );
if not (success and isAzeriteItem) then
return
end
local allTierInfo = C_AzeriteEmpoweredItem.GetAllTierInfo(location)
local powerIDs
for tierIndex, tierInfo in ipairs(allTierInfo) do
for _, powerID in ipairs(tierInfo.azeritePowerIDs) do
if C_AzeriteEmpoweredItem.IsPowerSelected(location, powerID) then
if not powerIDs then
powerIDs = {}
end
powerIDs[powerID] = true
end
end
end
return powerIDs
end
function Outfitter:GetNumBags()
if self.BankFrameIsOpen then
return NUM_TOTAL_EQUIPPED_BAG_SLOTS + NUM_BANKBAGSLOTS, -1
else
return NUM_TOTAL_EQUIPPED_BAG_SLOTS, 0
end
end
function Outfitter:GetBagList()
local vBagList = {}
if self.BankFrameIsOpen then
for vIndex = -1, NUM_TOTAL_EQUIPPED_BAG_SLOTS + NUM_BANKBAGSLOTS do
vBagList[vIndex] = true
end
else
for vIndex = 0, NUM_BAG_SLOTS do
vBagList[vIndex] = true
end
end
--[[
if self.VoidStorageIsOpen then
vBagList["VOID_DEPOSIT"] = true
vBagList["VOID_WITHDRAW"] = true
vBagList["VOID_STORAGE"] = true
end
]]
return vBagList
end
function Outfitter:GetInventorySlotIDLink(slotID)
return GetInventoryItemLink("player", slotID)
end
Outfitter.LinkCache =
{
Inventory = {},
FirstBagIndex = 0,
NumBags = 0,
Bags = {},
}
function Outfitter:ScheduleSynch()
self.SchedulerLib:RescheduleTask(0.01, self.Synchronize, self)
end
function Outfitter:Synchronize()
local vBagsChanged, vInventoryChanged = false, false
if self.Debug.InventoryCache then
self:DebugMessage("Synchronize()")
end
-- Synchronize bag links
local vNumBags, vFirstBagIndex = self:GetNumBags()
if self.LinkCache.FirstBagIndex ~= vFirstBagIndex
or self.LinkCache.NumBags ~= vNumBags then
self.LinkCache.FirstBagIndex = vFirstBagIndex
self.LinkCache.NumBags = vNumBags
vBagsChanged = true
end
for vBagIndex = vFirstBagIndex, vNumBags do
local vBag = self.LinkCache.Bags[vBagIndex]
local vBagChanged = false
if not vBag then
vBag = {}
self.LinkCache.Bags[vBagIndex] = vBag
end
local vNumBagSlots = OutfitterAPI:GetContainerNumSlots(vBagIndex)
if #vBag ~= vNumBagSlots then
wipe(vBag)
vBagChanged = true
end
for vSlotIndex = 1, vNumBagSlots do
local vItemLink = OutfitterAPI:GetContainerItemLink(vBagIndex, vSlotIndex) or ""
if vBag[vSlotIndex] ~= vItemLink then
vBag[vSlotIndex] = vItemLink
vBagChanged = true
end
end
if vBagChanged then
if self.InventoryCache then
self.InventoryCache:FlushBag(vBagIndex)
end
vBagsChanged = true
end
end
-- Synchronize inventory links
for _, vInventorySlot in ipairs(self.cSlotNames) do
local vItemLink
vItemLink = GetInventoryItemLink("player", self.cSlotIDs[vInventorySlot])
if self.Debug.InventoryCache then
self:DebugMessage("Synchronize: Slot %s contains %s", tostring(vInventorySlot), tostring(vItemLink))
end
if self.LinkCache.Inventory[vInventorySlot] ~= vItemLink then
self.LinkCache.Inventory[vInventorySlot] = vItemLink
vInventoryChanged = true
end
end
if vInventoryChanged then
if self.Debug.InventoryCache then
self:DebugMessage("Synchronize: InventoryChanged")
end
if self.InventoryCache then
self.InventoryCache:FlushInventory()
end
self.EventLib:DispatchEvent("OUTFITTER_INVENTORY_CHANGED")
end
if vBagsChanged then
if self.Debug.InventoryCache then
self:DebugMessage("Synchronize: Bags changed")
end
self.EventLib:DispatchEvent("OUTFITTER_BAGS_CHANGED")
end
-- Done
if vBagsChanged or vInventoryChanged then
self.DisplayIsDirty = true
self:Update(false)
end
--
self:RunThreads()
return vBagsChanged or vInventoryChanged, vInventoryChanged, vBagsChanged
end
----------------------------------------
-- InventoryCache
----------------------------------------
function Outfitter:GetInventoryCache()
if not self.InventoryCache then
self.InventoryCache = self:New(self._InventoryCache)
if self.Debug.InventoryCache then
self:DebugTable(self.InventoryCache, "InventoryCache")
end
end
self.InventoryCache:Synchronize()
return self.InventoryCache
end
function Outfitter:FlushInventoryCache()
if self.InventoryCache then
self.InventoryCache:Flush()
end
end
----------------------------------------
Outfitter._InventoryCache = {}
----------------------------------------
function Outfitter._InventoryCache:Construct()
self.ItemsByCode = {}
self.ItemsBySlot = {}
self.InventoryItems = nil
self.BagItems = {}
self.NeedsUpdate = true
self.FirstBagIndex = 0
self.NumBags = 0
Outfitter.EventLib:RegisterEvent("GET_ITEM_INFO_RECEIVED", self.Flush, self)
end
function Outfitter._InventoryCache:Flush()
wipe(self.ItemsByCode)
wipe(self.ItemsBySlot)
self.InventoryItems = nil
wipe(self.BagItems)
self.NeedsUpdate = true
self.FirstBagIndex = 0
self.NumBags = 0
end
function Outfitter._InventoryCache:Synchronize()
-- Check for a change in the number of bags
local vNumBags, vFirstBagIndex = Outfitter:GetNumBags()
if self.FirstBagIndex ~= vFirstBagIndex
or self.NumBags ~= vNumBags then
for vBagIndex = self.FirstBagIndex, vFirstBagIndex - 1 do
self:FlushBag(vBagIndex)
end
for vBagIndex = vNumBags + 1, self.NumBags do
self:FlushBag(vBagIndex)
end
self.NeedsUpdate = true
end
-- If there's a cached copy just clear the IgnoreItem flags and return it
if not self.NeedsUpdate then
return
end
if not self.InventoryItems then
self.InventoryItems = {}
for _, vInventorySlot in ipairs(Outfitter.cSlotNames) do
local vItemInfo = Outfitter:GetInventoryItemInfo(vInventorySlot)
if vItemInfo
and vItemInfo.ItemSlotName
and vItemInfo.Code ~= 0 then
vItemInfo.SlotName = vInventorySlot
self:AddItem(vItemInfo)
end
end
end
for vBagIndex = vFirstBagIndex, vNumBags do
local vBagItems = self.BagItems[vBagIndex]
if not vBagItems then
self.BagItems[vBagIndex] = {}
local vNumBagSlots = OutfitterAPI:GetContainerNumSlots(vBagIndex)
if vNumBagSlots > 0 then
for vBagSlotIndex = 1, vNumBagSlots do
local vItemInfo = Outfitter:GetBagItemInfo(vBagIndex, vBagSlotIndex)
if vItemInfo
and vItemInfo.Code ~= 0
and vItemInfo.ItemSlotName
and Outfitter:CanEquipBagItem(vBagIndex, vBagSlotIndex)
and not vItemInfo:GetBoE() then
self:AddItem(vItemInfo)
end
end -- for vBagSlotIndex
end -- if vNumBagSlots > 0
end -- if not BagItems
end -- for vBagIndex
self.FirstBagIndex = vFirstBagIndex
self.NumBags = vNumBags
self.NeedsUpdate = false
end
function Outfitter._InventoryCache:AddItem(pItem)
-- Add the item to the code list
local vItemFamily = self.ItemsByCode[pItem.Code]
if not vItemFamily then
vItemFamily = {}
self.ItemsByCode[pItem.Code] = vItemFamily
end
table.insert(vItemFamily, pItem)
-- Add the item to the slot list
local vItemSlot = self.ItemsBySlot[pItem.ItemSlotName]
if not vItemSlot then
vItemSlot = {}
self.ItemsBySlot[pItem.ItemSlotName] = vItemSlot
end
table.insert(vItemSlot, pItem)
-- Add the item to the bags
if pItem.Location.BagIndex then
local vBagItems = self.BagItems[pItem.Location.BagIndex]
if not vBagItems then
vBagItems = {}
self.BagItems[pItem.Location.BagIndex] = vBagItems
end
vBagItems[pItem.Location.BagSlotIndex] = pItem
-- Add the item to the inventory
elseif pItem.Location.SlotName then
self.InventoryItems[pItem.Location.SlotName] = pItem
end
end
function Outfitter._InventoryCache:RemoveItem(pItem)
-- Remove the item from the code list
local vItems = self.ItemsByCode[pItem.Code]
for vIndex, vItem in ipairs(vItems) do
if vItem == pItem then
table.remove(vItems, vIndex)
break
end
end
-- Remove the item from the slot list
local vItemSlot = self.ItemsBySlot[pItem.ItemSlotName]
if vItemSlot then
for vIndex, vItem in ipairs(vItemSlot) do
if vItem == pItem then
table.remove(vItemSlot, vIndex)
break
end
end
end
-- Remove the item from the bags list
if pItem.Location.BagIndex then
local vBagItems = self.BagItems[pItem.Location.BagIndex]
if vBagItems then
vBagItems[pItem.Location.BagSlotIndex] = nil
end
-- Remove the item from the inventory list
elseif pItem.Location.SlotName then
self.InventoryItems[pItem.Location.SlotName] = nil
end
end
function Outfitter._InventoryCache:SwapLocations(pLocation1, pLocation2)
-- if pLocation1.BagIndex then
-- Outfitter:TestMessage("Outfitter._InventoryCache:SwapLocations: Swapping bag "..pLocation1.BagIndex..", "..pLocation1.BagSlotIndex)
-- elseif pLocation1.SlotName then
-- Outfitter:TestMessage("Outfitter._InventoryCache:SwapLocations: Swapping slot "..pLocation1.SlotName)
-- end
-- if pLocation2.BagIndex then
-- Outfitter:TestMessage("Outfitter._InventoryCache:SwapLocations: with bag "..pLocation2.BagIndex..", "..pLocation2.BagSlotIndex)
-- elseif pLocation2.SlotName then
-- Outfitter:TestMessage("Outfitter._InventoryCache:SwapLocations: with slot "..pLocation2.SlotName)
-- end
end
function Outfitter._InventoryCache:SwapLocationWithInventorySlot(pLocation, pSlotName)
-- if pLocation.BagIndex then
-- Outfitter:TestMessage("Outfitter._InventoryCache:SwapLocationWithInventorySlot: Swapping bag "..pLocation.BagIndex..", "..pLocation.BagSlotIndex.." with slot "..pSlotName)
-- elseif pLocation.SlotName then
-- Outfitter:TestMessage("Outfitter._InventoryCache:SwapLocationWithInventorySlot: Swapping slot "..pLocation.SlotName.." with slot "..pSlotName)
-- end
end
function Outfitter._InventoryCache:SwapBagSlotWithInventorySlot(pBagIndex, pBagSlotIndex, pSlotName)
-- Outfitter:TestMessage("Outfitter._InventoryCache:SwapBagSlotWithInventorySlot: Swapping bag "..pBagIndex..", "..pBagSlotIndex.." with slot "..pSlotName)
end
function Outfitter._InventoryCache:FindItemInfoByCode(pItemInfo)
local vItems = self.ItemsByCode[pItemInfo.Code]
for _, vItemInfo in ipairs(vItems) do
if pItemInfo == vItemInfo then
return true
end
end
return false
end
function Outfitter._InventoryCache:FindItemInfoBySlot(pItemInfo)
local vItems = self.ItemsBySlot[pItemInfo.ItemSlotName]
for _, vItemInfo in ipairs(vItems) do
if pItemInfo == vItemInfo then
return true
end
end
return false
end
function Outfitter._InventoryCache:FindItem(pOutfitItem, pMarkAsInUse, pAllowSubCodeWildcard)
local vItem, vIndex, vItemFamily, vIgnoredItem = self:FindItemIndex(pOutfitItem, pAllowSubCodeWildcard)
if not vItem then
return nil, vIgnoredItem
end
if pMarkAsInUse then
vItem.IgnoreItem = true
end
return vItem
end
function Outfitter._InventoryCache:FindItemIndex(pOutfitItem, pAllowSubCodeWildcard)
local vItemFamily = self.ItemsByCode[pOutfitItem.Code]
if not vItemFamily then
return
end
local vBestMatch = nil
local vBestMatchIndex = nil
local vNumItemsFound = 0
local vFoundIgnoredItem = nil
for vIndex, vItem in ipairs(vItemFamily) do
-- All done if the caller doesn't care about the SubCode
if pAllowSubCodeWildcard
and not pOutfitItem.SubCode then
if vItem.IgnoreItem then
vFoundIgnoredItem = vItem
else
return vItem, vIndex, vItemFamily, nil
end
-- If the subcode matches then check for an enchant match
elseif vItem.SubCode == pOutfitItem.SubCode then
-- If the enchant matches then we're all done
if vItem.InvType == "INVTYPE_AMMO"
or (vItem.EnchantCode == pOutfitItem.EnchantCode
and vItem.JewelCode1 == pOutfitItem.JewelCode1
and vItem.JewelCode2 == pOutfitItem.JewelCode2
and vItem.JewelCode3 == pOutfitItem.JewelCode3
and vItem.JewelCode4 == pOutfitItem.JewelCode4
and vItem.UniqueID == pOutfitItem.UniqueID
and vItem.UpgradeTypeID == pOutfitItem.UpgradeTypeID
and vItem.BonusIDs == pOutfitItem.BonusIDs
and vItem.UpgradeID == pOutfitItem.UpgradeID
and Outfitter.AzeriteCodesMatch(vItem.AzeriteCodes, pOutfitItem.AzeriteCodes)) then
if vItem.IgnoreItem then
vFoundIgnoredItem = vItem
else
return vItem, vIndex, vItemFamily
end
-- Otherwise save the match in case a better one can
-- be found
else
if vItem.IgnoreItem then
if not vFoundIgnoredItem then
vFoundIgnoredItem = vItem
end
else
vBestMatch = vItem
vBestMatchIndex = vIndex
vNumItemsFound = vNumItemsFound + 1
end