Merchant data now includes non-money currency collection... i.e. Epicurean Awards.
Since for some reason we aren't actually getting the itemlink for the currencies, we are collecting the currencies ids by collecting finding out what currencies a vendor takes and storing the id, localized name and icon name. In the item info, we store the localized name and the texture (excepting the path elements, they should always be the same).
Cette révision appartient à :
Parent
b50a530943
révision
f2939581bc
1 fichiers modifiés avec 59 ajouts et 13 suppressions
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@ -29,16 +29,40 @@ local function AddChatType(typ)
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return ret
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end
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local function MerchantShow()
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local ct = GetMerchantNumItems()
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for i = 1, ct do if not GetMerchantItemLink(i) then return end end -- We want to make sure it's cached, otherwise we'll return wonky data. Technically this biases things away from "yes he's a shopkeeper", but honestly, it doesn't matter that much.
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local merchant_shown = {}
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local session_currencies = {}
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local function MerchantUpdate()
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local ct = GetMerchantNumItems()
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if merchant_shown[UnitGUID("target")] then return end -- don't collect again.
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for i = 1, ct do
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if not GetMerchantItemLink(i) then
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return
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end
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end -- We want to make sure it's cached, otherwise we'll return wonky data. Technically this biases things away from "yes he's a shopkeeper", but honestly, it doesn't matter that much.
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-- now, we haven't collected and everything is ready to go.
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merchant_shown[UnitGUID("target")] = true -- cache the shop keeper for the session. It is possible for the items to change, buy meh, we won't worry about it... they might come up in the next session.
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targ = AddChatType("shop")
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if not targ then return end -- welllllp
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local ct = GetMerchantNumItems()
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--QuestHelper:TextOut(string.format("nitems %d", ct))
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local currency_list = { GetMerchantCurrencies() }
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local currency_rev_list
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if #currency_list ~= 0 then
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for j = 1, #currency_list do
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local id = currency_list[j]
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if not session_currencies[id] then
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session_currencies[id] = true
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local name, _, icon = GetCurrencyInfo(currency_list[j])
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table.insert(QHCC, string.format("%d\t%s\t%s", id, name, icon))
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end
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end
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end
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for i = 1, ct do
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local itemid = GetMerchantItemLink(i)
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QuestHelper: Assert(itemid)
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@ -49,15 +73,13 @@ local function MerchantShow()
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if ext_cost then
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ext_costs = {}
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for curr = 1, GetMerchantItemCostInfo(i) do
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for curr = 1, 3 do
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local tex, val, link, name = GetMerchantItemCostItem(i, curr)
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local ext_cost_detail = {}
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ext_cost_detail.base_info = string.format("%s\t%d", name, val)
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ext_cost_detail.link = link
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ext_cost_detail.texture = tex
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table.insert(ext_costs, ext_cost_detail)
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if tex then
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local base_info = string.format("%s\t%s\t%d\t%s", name, tex, val, link or "NO LINK")
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table.insert(ext_costs, base_info)
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end
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end
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shop_item.ext_costs = ext_costs
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end
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@ -73,17 +95,41 @@ local function GossipShow()
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end
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local function QuestGreeting()
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AddChatType("quest")
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AddChatType("quest_greet")
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end
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local function QuestComplete()
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AddChatType("quest_complete")
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end
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local function QuestDetail()
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AddChatType("quest_detail")
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end
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local function QuestFinished()
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AddChatType("quest_finished")
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end
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local function QuestProgress()
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AddChatType("quest_progress")
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end
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function QH_Collect_Merchant_Init(QHCData, API)
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if not QHCData.merchant then QHCData.merchant = {} end
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if not QHCData.merchant then QHCData.merchant = {} end
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QHCM = QHCData.merchant
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QH_Event("MERCHANT_SHOW", MerchantShow)
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if not QHCData.currencies then QHCData.currencies = {} end
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QHCC = QHCData.currencies
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QH_Event("MERCHANT_SHOW", MerchantUpdate)
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--QH_Event("MERCHANT_UPDATE", MerchantUpdate)
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QH_Event("GOSSIP_SHOW", GossipShow)
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QH_Event("QUEST_GREETING", QuestGreeting)
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QH_Event("QUEST_COMPLETE", QuestComplete)
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QH_Event("QUEST_DETAIL", QuestDetail)
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QH_Event("QUEST_FINISHED", QuestFinished)
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QH_Event("QUEST_PROGRESS", QuestProgress)
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IsMonsterGUID = API.Utility_IsMonsterGUID
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GetMonsterType = API.Utility_GetMonsterType
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