Commented out the offensive code that was causing issue 448 (not sure why it was being offensive, but it was). Made some data collection adjustments to further streamline parsing in the future.
Cette révision appartient à :
Parent
374eeaccff
révision
163a021f90
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@ -1,7 +1,7 @@
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QuestHelper_File["collect.lua"] = "4.0.1.$svnversion$"
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QuestHelper_Loadtime["collect.lua"] = GetTime()
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local --[[ static ]] MINSVNVERSION = 180
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local --[[ static ]] MINSVNVERSION = 183
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local --[[ static ]] PURGEDEV = false
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local debug_output = false
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if QuestHelper_File["collect.lua"] == "Development Version" then debug_output = true end
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@ -84,12 +84,14 @@ QH_Collect_LZW_Init(nil, API)
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local CompressCollection
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function QH_Collector_Init()
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-- Dunno why, but these statements cause the 1% issue.
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--[[
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QH_Collector_UpgradeAll(QuestHelper_Collector)
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for _, v in pairs(QuestHelper_Collector) do
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if not v.modified then v.modified = time() - 7 * 24 * 60 * 60 end -- eugh. Yeah, we set it to be a week ago. It's pretty grim.
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end
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--]]
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QuestHelper_Collector_Version = QuestHelper_Collector_Version_Current
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local svnversion = "$svnversion$"
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@ -39,9 +39,10 @@ local function ScanAchievements(oldADB, newADB)
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if v.complete and not oldADB.criteria[k].complete then -- Note that it's possible for objectives to be "uncompleted" when it's things like "do a bunch of shit in one run of this battleground" (see: isle of conquest)
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--QuestHelper:TextOut(string.format("Criteria complete, %d", k))
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--QuestHelper:TextOut(string.format("Criteria complete, %s", select(1, GetAchievementCriteriaInfo(k))))
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if not QHCA[v.parent] then QHCA[v.parent] = {} end
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if not QHCA[v.parent][k] then QHCA[v.parent][k] = {} end
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table.insert(QHCA[v.parent][k], cloc)
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if not QHCA[k] then QHCA[k] = {} end
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if not QHCA[k].parent then QHCA[k].parent = v.parent end
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if not QHCA[k].achieved then QHCA[k].achieved = {} end
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table.insert(QHCA[k].achieved, cloc)
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--QHCA[v.parent][k] = (QHCA[v.parent][k] or "") .. cloc
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elseif v.progress > oldADB.criteria[k].progress then
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--QuestHelper:TextOut(string.format("Criteria progress, %d", k))
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@ -15,13 +15,17 @@ local function GetRoute(currentname, endnode)
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local links = GetNumRoutes(endnode)
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if links > 50 then -- links is apparently sometimes 999998. Why? I could not say. It is a mystery. Hopefully this will show up in the datafiles and I'll be able to debug it.
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return path, string.format("@@@ WACKYLAND %s %d @@@", TaxiNodeGetType(endnode), links)
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if (TaxiNodeGetType(endnode) == "NONE") then
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return path, TaxiNodeName(endnode) .. " not currently in use."
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else
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return path, string.format("@@@ WACKYLAND %s %d @@@", TaxiNodeGetType(endnode), links)
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end
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end
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local route = ""
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for j = 1, links - 1 do -- Why only the first n-1 links? Why not all? Research.
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if #route > 0 then route = route .. "," end
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route = route .. string.format("(%fr,%f)", TaxiGetDestX(endnode, j), TaxiGetDestY(endnode, j))
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route = route .. string.format("(%f,%f)", TaxiGetDestX(endnode, j), TaxiGetDestY(endnode, j))
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end
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return path, route
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@ -84,8 +88,8 @@ local function OnUpdate()
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end
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elseif phase == "FLYING" then
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-- yaay
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QHCFT[path][route] = (type(QHCFT[path][route]) == "number" and QHCFT[path][route] or 0) + (GetTime() - start_time)
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QHCFT[path][route .. "##count"] = (QHCFT[path][route .. "##count"] or 0) + 1
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QHCFT[path][route].time = (QHCFT[path][route].time or 0) + (GetTime() - start_time)
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QHCFT[path][route].count = (QHCFT[path][route].count or 0) + 1
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phase = "IDLE"
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path, route, start_time = nil, nil, nil
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end
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@ -86,7 +86,8 @@ local function MouseoverUnit()
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data.loc = GetLoc()
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data.minrange = minrange
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data.maxrange = maxrange
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table.insert(critter, data)
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if not critter.encounters then critter.encounters = {} end
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table.insert(critter.encounters, data)
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--Merger.Add(critter, string.format("(%s %s %s),", GetLoc(), tostring(minrange), tostring(maxrange))) --strchar(minrange, maxrange))
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if #recentlySeenCritters_Recent >= 100 then
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@ -48,21 +48,16 @@ local function GetSpecBolus()
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for t = 1, GetNumTalentTabs() do -- come on. Is this ever not going to be 3? Seriously? Perhaps someday, but not as of Cat.
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local _, tab, _, _, p, _, _, yn = GetTalentTabInfo(t)
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p = p or 0
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if not yn or p == 0 then talents[tab] = 0 -- No point if locked or no points spent (assuming unlocked even if all possible points spent [available and/or max points for tab]), so we set it to a scalar value of 0, to tell the compiler that it can just assume that everything is 0. I suppose I should collect all talents, but meh.
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else
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talents_learned = true
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talents[tab] = {}
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for ta = 1, GetNumTalents(t) do
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local talent, _, _, _, rank, _ = GetTalentInfo(t, ta)
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if rank > 0 then talents[tab][talent] = rank end -- Let's limit to actual talents
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end
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talents_learned = true
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talents[tab] = {}
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for ta = 1, GetNumTalents(t) do
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local talent, _, _, _, rank, _ = GetTalentInfo(t, ta)
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talents[tab][talent] = rank
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end
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end
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local spec = {}
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if talents_learned then spec.talents = talents -- If any talent tree has a talent that has been learned, then keep our work.
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else spec.talents = 0 -- Otherwise, ditch our work to save space.
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end
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spec.talents = talents
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spec.class = id
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spec.race = race
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spec.level = level
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