ButtonForge-classic/DumpSpells.lua

248 lignes
7.4 KiB
Lua

local _G = getfenv(0)
local addon, L = ...;
DS_Color1 = "|cff3399ff"
DS_Color2 = "|cff1eff00"
DS_Loaded = false
DS_pName = UnitName("player")
DS_pClass = UnitClass("player")
local function myprint(msg)
if msg ~= nil then
msg = tostring(msg)
print(DS_Color1..addon..": "..DS_Color2..msg)
return
end
end
local function DS_PadiSpellId(t)
if strlen(t) == 2 then
tnum = "0000"..t
return tnum
elseif strlen(t) == 3 then
tnum = "000"..t
return tnum
elseif strlen(t) == 4 then
tnum = "00"..t
return tnum
elseif strlen(t) == 5 then
tnum = "0"..t
return tnum
end
return t
end
function Init_DS_Tables()
-- known spells
if DS_kSpellsTable == nil then DS_kSpellsTable = {} end
if DS_kSpellsTable2 == nil then DS_kSpellsTable2 = {} end
if DS_kSpellsTable3 == nil then DS_kSpellsTable3 = {} end
if DS_ktblSpellNames == nil then DS_ktblSpellNames = {} end
if DS_kSpellsRank == nil then DS_kSpellsRank = {} end
if DS_ktblSpellCount == nil then DS_ktblSpellCount = {} end
DS_kSpellsTable[DS_pName] = {}
DS_kSpellsTable2[DS_pName] = {}
DS_kSpellsTable3[DS_pName] = {}
DS_ktblSpellNames[DS_pName] = {}
DS_kSpellsRank[DS_pName] = {}
DS_ktblSpellCount[DS_pName] = 0
-- all spells not pet
if DS_aSpellsTable == nil then DS_aSpellsTable = {} end
if DS_aSpellsTable2 == nil then DS_aSpellsTable2 = {} end
if DS_atblSpellNames == nil then DS_atblSpellNames = {} end
if DS_aSpellsRank == nil then DS_aSpellsRank = {} end
if DS_atblSpellCount == nil then DS_atblSpellCount = {} end
DS_aSpellsTable[DS_pName] = {}
DS_aSpellsTable2[DS_pName] = {}
DS_atblSpellNames[DS_pName] = {}
DS_aSpellsRank[DS_pName] = {}
DS_atblSpellCount[DS_pName] = 0
end
-- RegisterEvents
local DS_Eventframe = CreateFrame("FRAME")
DS_Eventframe:RegisterEvent("ADDON_LOADED")
DS_Eventframe:RegisterEvent("PLAYER_LOGIN")
local function DS_OnEvent(self, event, arg1, ...)
if event == "ADDON_LOADED" and arg1 == addon then
myprint("Addon_Loaded")
DS_Loaded = true
self:UnregisterEvent("ADDON_LOADED")
end
if event == "PLAYER_LOGIN" and DS_Loaded then
myprint("Player_Loaded")
myprint("Current Player :"..DS_pName)
myprint("Current Class :"..DS_pClass)
DS_GetSpellBook()
DS_Eventframe:UnregisterEvent("PLAYER_LOGIN")
end
end
DS_Eventframe:SetScript("OnEvent", DS_OnEvent)
-- Parse player's spellbook and build a list of available spells
function DS_GetSpellBook()
Init_DS_Tables()
-- known spells for character
local i = 0
local iIndex = 0
local iSpellId = 0
local old_iSpellId = 0
local txt_iSpellId = ""
for i = 1, GetNumSpellTabs() do
local _, _, offset, numSlots = GetSpellTabInfo(i)
for iIndex = offset, offset+numSlots do
local slotType, iSpellId = GetSpellBookItemInfo(iIndex, BOOKTYPE_SPELL)
if slotType == "SPELL" then
local slotName = GetSpellBookItemName(iIndex, "spell")
local spellName = GetSpellInfo(slotName)
if (spellName) then
txt_iSpellId = DS_PadiSpellId(tostring(iSpellId))
-- make sure iSpellId has not been seen
if not DS_kSpellsRank[DS_pName][iSpellId] then
DS_kSpellsRank[DS_pName][iSpellId] = 0
DS_ktblSpellNames[DS_pName][spellName] = spellName
if old_iSpellId ~= iSpellId then
old_iSpellId = iSpellId
DS_ktblSpellCount[DS_pName] = DS_ktblSpellCount[DS_pName] + 1
DS_kSpellsTable2[DS_pName][DS_ktblSpellCount[DS_pName]] = DS_pClass..", known, "..spellName..", "..txt_iSpellId
DS_kSpellsTable[DS_pName][DS_ktblSpellCount[DS_pName]] = { DS_pClass, "known", spellName, txt_iSpellId, 0 }
end
end
end
end
end -- for
end -- for
-- all non pet spells for character
local i = 0
local iIndex = 0
local iSpellId = 0
local old_iSpellId = 0
local txt_iSpellId = ""
for i = 1, GetNumSpellTabs() do
local _, _, offset, numSlots = GetSpellTabInfo(i)
for iIndex = offset, offset+numSlots do
local slotType, iSpellId = GetSpellBookItemInfo(iIndex, BOOKTYPE_SPELL)
if slotType == "SPELL" or slotType == "FUTURESPELL" then
local slotName = GetSpellBookItemName(iIndex, "spell")
local spellName = GetSpellInfo(slotName)
if (spellName) then
txt_iSpellId = DS_PadiSpellId(tostring(iSpellId))
-- make sure iSpellId has not been seen
if not DS_aSpellsRank[DS_pName][iSpellId] then
DS_aSpellsRank[DS_pName][iSpellId] = 0
DS_atblSpellNames[DS_pName][spellName] = spellName
if old_iSpellId ~= iSpellId then
old_iSpellId = iSpellId
DS_atblSpellCount[DS_pName] = DS_atblSpellCount[DS_pName] + 1
DS_aSpellsTable2[DS_pName][DS_atblSpellCount[DS_pName]] = DS_pClass..", all, "..spellName..", "..txt_iSpellId
DS_aSpellsTable[DS_pName][DS_atblSpellCount[DS_pName]] = { DS_pClass, "all", spellName, txt_iSpellId, 0 }
end
end
end
end
end -- for
end -- for
table.sort({DS_aSpellsTable[DS_pName]})
table.sort(DS_aSpellsTable2[DS_pName])
table.sort({DS_kSpellsTable[DS_pName]})
table.sort(DS_kSpellsTable2[DS_pName])
local spellRank = 0
local findinstr = ""
local findinstr2 = ""
-- known entries
for spellName, _ in pairs(DS_ktblSpellNames[DS_pName]) do
spellRank = 0
for loop = 1, DS_ktblSpellCount[DS_pName] do
findinstr = DS_kSpellsTable2[DS_pName][loop]
if string.match(findinstr, spellName) then
spellRank = spellRank + 1
DS_kSpellsTable2[DS_pName][loop] = findinstr..", Rank-"..spellRank
findinstr2 = DS_kSpellsTable2[DS_pName][loop]
for loop2 = 1, DS_ktblSpellCount[DS_pName] do
txt_iSpellId = DS_kSpellsTable[DS_pName][loop2][4]
if string.match(findinstr2,txt_iSpellId) then
DS_kSpellsTable[DS_pName][loop2][5] = spellRank
DS_kSpellsRank[DS_pName][tonumber(txt_iSpellId)] = spellRank
end
end
end
end
end
-- build table3
for loop = 1, DS_atblSpellCount[DS_pName] do
spellName = DS_kSpellsTable[DS_pName][loop][3]
iSpellId = tonumber(DS_kSpellsTable[DS_pName][loop][4])
if DS_kSpellsTable3[DS_pName][spellName] == nil then
DS_kSpellsTable3[DS_pName][spellName] = {}
end
table.insert(DS_kSpellsTable3[DS_pName][spellName], iSpellId)
end
-- test getting spellid for a rank
-- spellName = "Healing Touch"
-- r1, r2, r3, r4, r5, r6, r7, r8, r9, r10, r11, r12, r13, r14 = unpack(DS_kSpellsTable3[DS_pName][spellName])
-- myprint("Spell is: "..spellName..", Max Ranks for this spell is: "..#DS_kSpellsTable3[DS_pName][spellName]..", Rank 10 spellId is: "..r10)
-- all entries
for spellName, _ in pairs(DS_atblSpellNames[DS_pName]) do
spellRank = 0
for loop = 1, DS_atblSpellCount[DS_pName] do
findinstr = DS_aSpellsTable2[DS_pName][loop]
if string.match(findinstr, spellName) then
spellRank = spellRank + 1
DS_aSpellsTable2[DS_pName][loop] = findinstr..", Rank-"..spellRank
findinstr2 = DS_aSpellsTable2[DS_pName][loop]
for loop2 = 1, DS_atblSpellCount[DS_pName] do
txt_iSpellId = DS_aSpellsTable[DS_pName][loop2][4]
if string.match(findinstr2,txt_iSpellId) then
DS_aSpellsTable[DS_pName][loop2][5] = spellRank
DS_aSpellsRank[DS_pName][tonumber(txt_iSpellId)] = spellRank
end
end
end
end
end
end