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questhelperredux/QuestHelper/collect_loot.lua

649 lignes
27 KiB
Lua

local GetTime = QuestHelper_GetTime
QuestHelper_File["collect_loot.lua"] = "4.0.1.$svnversion$"
QuestHelper_Loadtime["collect_loot.lua"] = GetTime()
local debug_output = false
if QuestHelper_File["collect_loot.lua"] == "Development Version" then debug_output = true end
local QHC
local PseudoIDs = {
["gold"] = -1,
}
local GetMonsterUID
local GetMonsterType
local GetItemType
local GetLoc
local Patterns
local members = {}
local members_count = 0
local members_refs = {} -- "raid6" and the like
local function MembersUpdate()
-- We want to keep track of exactly who is in a group with this player, so we can watch for combat messages involving them, so we can see who's been tapped, so we can record the right deaths, so we can know who the player should be able to loot.
-- I hate my life.
-- >:(
local alone = false
--QuestHelper:TextOut("MU start")
members = {} -- we burn a table every time this updates, but whatever
members_count = 0
if IsInRaid() then
-- we is in a raid
for i = 1, 40 do
local ite = string.format("raid%d", i)
local gud = UnitGUID(ite)
if gud then
members[gud] = true
table.insert(members_refs, ite)
--QuestHelper:TextOut(string.format("raid member %s added", UnitName(ite)))
end
end
elseif GetNumGroupMembers() > 0 then
-- we is in a party
for i = 1, 4 do
local ite = string.format("party%d", i)
local gud = UnitGUID(ite)
if gud then
members[gud] = true
table.insert(members_refs, ite)
--QuestHelper:TextOut(string.format("party member %s added", UnitName(ite)))
end
end
members[UnitGUID("player")] = true
table.insert(members_refs, "player")
--QuestHelper:TextOut(string.format("player %s added", UnitName("player")))
else
-- we is alone ;.;
if UnitGUID("player") then members[UnitGUID("player")] = true end -- it's possible that we haven't logged in entirely yet
table.insert(members_refs, "player")
--QuestHelper:TextOut(string.format("player %s added as %s", UnitName("player"), tostring(UnitGUID("player"))))
alone = true
end
if GetLootMethod() == "master" and not alone then members = {} members_refs = {} end -- We're not going to bother trying to deal with master loot right now - it's just too different and I just don't care enough.
for _, _ in pairs(members) do members_count = members_count + 1 end -- lulz
end
local MS_TAPPED_US = 1
local MS_TAPPED_US_TRIVIAL = 2
local MS_TAPPED_OTHER = 3
local MS_TAPPED_LOOTABLE = 4
local MS_TAPPED_LOOTABLE_TRIVIAL = 5
local MS_TAPPED_LOOTED = 6
local last_cleanup = GetTime()
local monsterstate = {}
local monsterrefresh = {}
local monstertimeout = {}
-- This all does something quite horrible.
-- Some monsters don't become lootable when they're killed and didn't drop anything. We need to record this so we can get real numbers for them.
-- Unfortunately, we can't just record when "something" is killed. We have to record when "our group" killed it, so we know that there *was* a chance of looting it.
-- As such, we need to check for monster deaths that the player may never have actually targeted. It gets, to put it mildly, grim, and unfortunately we'll never be able to solve it entirely.
-- Worse, we need to *not* record item drops for things that we never actually "saw" but that were lootable anyway, because if we do, we bias the results towards positive (i.e. if we AOE ten monsters down, and two of them drop, and we loot those, that's 2/2 if we record the drops, and 0/0 if we don't, while what we really want is 2/10. 0/0 is at least "not wrong".)
-- On top of this, we want to avoid looting "discarded items", but unfortunately there's no real good way to determine this. Welp.
local last_scan = 0
-- Here's a little bottleneck - we're going to try to only do one scan per second. Fingers crossed.
local function CombatLogEvent(_, event, sourceguid, _, _, destguid, _, _, _, spellname)
-- There's many things that are handled here.
-- First, if there's any damage messages coming either to or from a party member, we check to see if that monster is tapped by us. If it's tapped, we cache the value for 15 seconds, expiring entirely in 30.
-- Second, there's the Death message. If it's tapped by us, increases the kill count by 1/partymembers and changes its state to lootable.
if event ~= "UNIT_DIED" then
if last_scan > GetTime() then return end -- welp
-- Something has been attacked by something, maybe.
if not string.find(event, "_DAMAGE$") then return end -- We only care about something punching something else.
local target, source
if members[sourceguid] then
source = sourceguid
target = destguid
elseif members[destguid] then
source = targetguid
target = sourceguid
end -- If one of the items is in our party, the other is our target.
if not target then return end -- If we don't have a target, then nobody is in our party, and we don't care.
if monsterrefresh[target] and monsterrefresh[target] > GetTime() then return end -- we already have fresh data, so we're good
-- Now comes the tricky part. We can't just look at the target because we're not allowed to target by GUID. So we iterate through all the party/raid members and hope *someone* has it targeted. Luckily, we can stop once we find someone who does.
local targ
for _, v in pairs(members_refs) do
targ = v .. "target" if UnitGUID(targ) == target then break end
targ = nil
end
last_scan = GetTime() + 1
if not targ then
--monsterrefresh[target] = GetTime() + 5
--monstertimeout[target] = GetTime() + 5
return
end -- Well, nobody seems to be targeting it. That's . . . odd, and annoying. We were thinking of tossing on a 5-second timeout. But we didn't, because we decided the global one-second lockout might help. So we'll do that for now.
-- Okay. So we know who's targeting it. Now, let's see who has it tapped, if anyone.
if not UnitIsTapped(targ) then
-- Great. Nobody is. That is just *great*. Look how exuberant I feel at this moment. You know what? 5-second timeout.
monsterstate[target] = nil
monsterrefresh[target] = GetTime() + 5
monstertimeout[target] = GetTime() + 5
--if debug_output then QuestHelper:TextOut(string.format("Monster ignorified")) end
else
-- We know someone is, so we're going to set up our caching . . .
monsterrefresh[target] = GetTime() + 15
monstertimeout[target] = GetTime() + 30
monsterstate[target] = (UnitIsTappedByPlayer(targ)) and (not UnitIsTrivial(targ) and MS_TAPPED_US or MS_TAPPED_US_TRIVIAL) or MS_TAPPED_OTHER -- and figure out if it's us. Or if it's trivial. We somewhat-ignore it if it's trivial, since it's much less likely to be looted and that could throw off our numbers
--if debug_output then QuestHelper:TextOut(string.format("Monster %s set to %d, %s, %s", target, monsterstate[target], tostring(UnitIsTappedByPlayer(targ)), tostring(UnitIsTrivial(targ)))) end
end
-- DONE
else
-- It's dead. Hooray!
if monsterstate[destguid] and monstertimeout[destguid] > GetTime() and (monsterstate[destguid] == MS_TAPPED_US or monsterstate[destguid] == MS_TAPPED_US_TRIVIAL) and members_count > 0 then -- yaaay
local type = GetMonsterType(destguid)
if not QHC.monster[type] then QHC.monster[type] = {} end
if monsterstate[destguid] == MS_TAPPED_US then
QHC.monster[type].kills = (QHC.monster[type].kills or 0) + 1 / members_count -- Hopefully, most people loot their kills. Divide by members_count 'cause there's a 1/members chance that we get to loot. We'll flag the loot count some other way if it was a trivial monster.
end
monsterstate[destguid] = (monsterstate[destguid] == MS_TAPPED_US and MS_TAPPED_LOOTABLE or MS_TAPPED_LOOTABLE_TRIVIAL)
monsterrefresh[destguid] = GetTime() + 600
monstertimeout[destguid] = GetTime() + 600
--QuestHelper:TextOut(string.format("Tapped monster %s slain, set to lootable", destguid))
else
monsterstate[destguid] = nil
monsterrefresh[destguid] = nil
monstertimeout[destguid] = nil
--QuestHelper:TextOut(string.format("Untapped monster %s slain, cleared", destguid))
end
end
end
local skintypes = {}
skintypes[UNIT_SKINNABLE_ROCK] = "mine"
skintypes[UNIT_SKINNABLE_HERB] = "herb"
skintypes[UNIT_SKINNABLE_BOLTS] = "eng"
skintypes[UNIT_SKINNABLE_LEATHER] = "skin"
local function SkinnableflagsTooltipy(self, ...)
--QuestHelper:TextOut("tooltipy")
if UnitExists("mouseover") and UnitIsVisible("mouseover") and not UnitIsPlayer("mouseover") and not UnitPlayerControlled("mouseover") and UnitIsDead("mouseover") then
local guid = UnitGUID("mouseover")
--QuestHelper:TextOut("critar")
if not monsterstate[guid] or monsterstate[guid] ~= MS_TAPPED_LOOTED or monsterrefresh[guid] > GetTime() then return end
--QuestHelper:TextOut("runin")
local cid = GetMonsterType(guid)
local skintype = nil
local lines = GameTooltip:NumLines()
for i = 3, lines do
--QuestHelper:TextOut(_G["GameTooltipTextLeft" .. tostring(i)]:GetText())
local skeen = skintypes[_G["GameTooltipTextLeft" .. tostring(i)]:GetText()]
if skeen then QuestHelper: Assert(not skintype) skintype = skeen end
end
if not QHC.monster[cid] then QHC.monster[cid] = {} end
local qhci = QHC.monster[cid]
for _, v in pairs(skintypes) do
if v == skintype then
--QuestHelper:TextOut(v .. "_yes")
qhci[v .. "_yes"] = (qhci[v .. "_yes"] or 0) + 1
else
--QuestHelper:TextOut(v .. "_no")
qhci[v .. "_no"] = (qhci[v .. "_no"] or 0) + 1
end
end
end
end
-- Logic behind this module:
-- Watch for the spell to be sent
-- Watch for it to start
-- Check out the combat log and see what GUID we get
-- If the GUID is null, we're targeting an object, otherwise, we're targeting a critter
-- Wait for spell to succeed
-- If anything doesn't synch up, or the spell is interrupted, nil out all these items.
-- We've got a little special case for pickpocketing, because people often use macros, so we detect that case specifically.
local PP_PHASE_IDLE
local PP_PHASE_SENT
local PP_PHASE_COMPLETE
local pickpocket_phase = PP_PHASE_IDLE
local pickpocket_target
local pickpocket_otarget_guid
local pickpocket_timestamp
local pickpocket_name = GetSpellInfo(921) -- this is the pickpocket spell ID
local function pp_reset()
pickpocket_target, pickpocket_otarget_guid, pickpocket_timestamp, pickpocket_phase = nil, nil, nil, PP_PHASE_IDLE
end
pp_reset()
local function PPSent(player, spell, _, target)
if player ~= "player" then return end
if spell ~= pickpocket_name then return end
if UnitName("target") ~= target then return end -- DENY
pickpocket_timestamp, pickpocket_target, pickpocket_otarget_guid, pickpocket_phase = GetTime(), target, UnitGUID("target"), PP_PHASE_SENT
end
local function PPSucceed(player, spell, rank)
if player ~= "player" then return end
if spell ~= pickpocket_name then return end
if pickpocket_phase ~= PP_PHASE_SENT and (not pickpocket_otarget_guid or last_timestamp + 1 < GetTime()) then
pp_reset()
return
end
pickpocket_timestamp, pickpocket_phase = GetTime(), PP_PHASE_COMPLETE
end
-- This segment deals with openable containers
local touched_itemid
local touched_timestamp
local function ItemLock(bag, slot)
if not bag or not slot then return end -- probably changing equipment
local _, _, locked = GetContainerItemInfo(bag, slot)
--QuestHelper:TextOut(string.format("trying lock %s", tostring(locked)))
if locked then
touched_itemid = GetItemType(GetContainerItemLink(bag, slot))
--[[QuestHelper:TextOut(string.format("trying lock %s", tostring(touched_itemid)))
QuestHelper:TextOut(string.format("trying lock %s", tostring(type(touched_itemid))))
QuestHelper:TextOut(string.format("trying lock %s", tostring(QHC.item[touched_itemid].open_yes)))
QuestHelper:TextOut(string.format("trying lock %s", tostring(QHC.item[touched_itemid].open_no)))]]
touched_timestamp = GetTime()
if not QHC.item[touched_itemid] or (QHC.item[touched_itemid].open_yes or 0) <= (QHC.item[touched_itemid].open_no or 0) then
touched_itemid = nil
touched_timestamp = nil
end
else
touched_itemid = nil
touched_timestamp = nil
end
end
-- Here's the segment for longer spells. There aren't any instant spells we currently care about, besides pickpocketing. This will probably change eventually (arrows in the DK starting zone?)
local LAST_PHASE_IDLE = 0
local LAST_PHASE_SENT = 1
local LAST_PHASE_START = 2
local LAST_PHASE_COMBATLOG = 3
local LAST_PHASE_COMPLETE = 4
local last_phase = LAST_PHASE_IDLE
local last_spell
local last_rank
local last_target
local last_target_guid
local last_otarget
local last_otarget_guid
local last_timestamp
local last_succeed = false
local last_succeed_trade = GetTime()
local gathereffects = {}
gathereffects[GetSpellInfo(51306)] = {token = "eng", noclog = true}
gathereffects[GetSpellInfo(32606)] = {token = "mine"}
gathereffects[GetSpellInfo(2366)] = {token = "herb"}
gathereffects[GetSpellInfo(8613)] = {token = "skin"}
gathereffects[GetSpellInfo(21248)] = {token = "open", noclog = true}
gathereffects[GetSpellInfo(30427)] = {token = "extract", noclog = true} -- not a loot window, so it won't really work, but hey
gathereffects[GetSpellInfo(13262)] = {token = "de", noclog = true, ignore = true}
gathereffects[GetSpellInfo(31252)] = {token = "prospect", noclog = true, ignore = true}
gathereffects[GetSpellInfo(51005)] = {token = "mill", noclog = true, ignore = true}
local function normalize_spell(spell)
for k in pairs(gathereffects) do
if spell:find(k) then return k end
end
return spell
end
local function last_reset()
last_timestamp, last_spell, last_rank, last_target, last_target_guid, last_otarget, last_otarget_guid, last_succeed, last_phase = nil, nil, nil, nil, nil, nil, false, LAST_PHASE_IDLE
end
last_reset()
-- This all doesn't work with instant spells. Luckily, I don't care about instant spells (yet).
local function SpellSent(player, spell, rank, target)
if player ~= "player" then return end
spell = normalize_spell(spell)
last_timestamp, last_spell, last_rank, last_target, last_target_guid, last_otarget, last_otarget_guid, last_succeed, last_phase = GetTime(), spell, rank, target, nil, UnitName("target"), UnitGUID("target"), false, LAST_PHASE_SENT
if last_otarget and last_otarget ~= last_target then last_reset() return end
--QuestHelper:TextOut(string.format("ss %s", spell))
end
local function SpellStart(player, spell, rank)
if player ~= "player" then return end
spell = normalize_spell(spell)
if spell ~= last_spell or rank ~= last_rank or last_target_guid or last_phase ~= LAST_PHASE_SENT or last_timestamp + 1 < GetTime() then
last_reset()
else
--QuestHelper:TextOut(string.format("sst %s", spell))
last_timestamp, last_phase = GetTime(), LAST_PHASE_START
end
end
local function SpellCombatLog(_, event, sourceguid, _, _, destguid, _, _, _, spellname)
if event ~= "SPELL_CAST_START" then return end
if sourceguid ~= UnitGUID("player") then return end
spellname = normalize_spell(spellname)
--QuestHelper:TextOut(string.format("cle_ss enter %s %s %s %s", tostring(spellname ~= last_spell), tostring(not last_target), tostring(not not last_target_guid), tostring(last_timestamp + 1 < GetTime())))
if spellname ~= last_spell or not last_target or last_target_guid or last_timestamp + 1 < GetTime() then
last_reset()
return
end
--QuestHelper:TextOut("cle_ss enter")
if last_phase ~= LAST_PHASE_START then
last_reset()
return
end
--QuestHelper:TextOut(string.format("cesst %s", spellname))
last_timestamp, last_target_guid, last_phase = GetTime(), destguid, LAST_PHASE_COMBATLOG
if last_target_guid == "0x0000000000000000" then last_target_guid = nil end
if last_target_guid and last_target_guid ~= last_otarget_guid then last_reset() return end
end
local function SpellSucceed(player, spell, rank)
if player ~= "player" then return end
spell = normalize_spell(spell)
if gathereffects[spell] then last_succeed_trade = GetTime() end
--QuestHelper:TextOut(string.format("sscu enter %s %s %s %s %s", tostring(last_spell), tostring(last_target), tostring(last_rank), tostring(spell), tostring(rank)))
if not last_spell or not last_target or last_spell ~= spell or last_rank ~= rank then
last_reset()
return
end
--QuestHelper:TextOut("sscu enter")
if gathereffects[spell] and gathereffects[spell].noclog then
if last_phase ~= LAST_PHASE_START or last_timestamp + 10 < GetTime() then
last_reset()
return
end
else
if last_phase ~= LAST_PHASE_COMBATLOG or last_timestamp + 10 < GetTime() then
last_reset()
return
end
end
--QuestHelper:TextOut(string.format("sscu %s, %d, %s, %s", spell, last_phase, tostring(last_phase == LAST_PHASE_SENT), tostring((last_phase == LAST_PHASE_SENT) and LAST_PHASE_SHORT_SUCCEEDED)))
last_timestamp, last_succeed, last_phase = GetTime(), true, LAST_PHASE_COMPLETE
--QuestHelper:TextOut(string.format("last_phase %d", last_phase))
--[[if last_phase == LAST_PHASE_COMPLETE then
QuestHelper:TextOut(string.format("spell succeeded, casting %s %s on %s/%s", last_spell, last_rank, tostring(last_target), tostring(last_target_guid)))
end]]
end
local function SpellInterrupt(player, spell, rank)
if player ~= "player" then return end
-- I don't care what they were casting, they're certainly not doing it now
--QuestHelper:TextOut(string.format("si %s", spell))
last_reset()
end
local function LootOpened()
local targetguid = UnitGUID("target")
-- We're cleaning up the monster charts here, on the theory that if someone is looting, they're okay with a tiny lag spike.
if last_cleanup + 300 < GetTime() then
local cleanup = {}
for k, v in pairs(monstertimeout) do
if v < GetTime() then table.insert(cleanup, k) end
end
for _, v in pairs(cleanup) do
monsterstate[v] = nil
monsterrefresh[v] = nil
monstertimeout[v] = nil
end
end
-- First off, we try to figure out where the hell these items came from.
local ltype = nil
local spot = nil
local prefix = nil
if IsFishingLoot() then
-- yaaaaay
--if debug_output then QuestHelper:TextOut("Fishing loot") end
local loc = GetLoc()
if not QHC.fishing then QHC.fishing = {} end
ltype = QHC.fishing
spot = {}
spot.loc = loc
prefix = "fish"
elseif pickpocket_phase == PP_PHASE_COMPLETE and pickpocket_timestamp and pickpocket_timestamp + 1 > GetTime() and targetguid == pickpocket_otarget_guid then
--if debug_output then QuestHelper:TextOut(string.format("Pickpocketing from %s/%s", pickpocket_target, UnitName("target"), targetguid)) end
local mid = GetMonsterType(targetguid)
if not QHC.monster[mid] then QHC.monster[mid] = {} end
spot = QHC.monster[mid]
prefix = "rob"
elseif last_phase == LAST_PHASE_COMPLETE and gathereffects[last_spell] and last_timestamp + 1 > GetTime() then
local beef = string.format("%s/%s %s/%s", tostring(last_target), tostring(last_target_guid), tostring(last_otarget), tostring(last_otarget_guid))
if gathereffects[last_spell].ignore then return end
prefix = gathereffects[last_spell].token
-- this one is sort of grim actually
-- If we have an last_otarget_guid, it's the right one, and it's a monster
-- If we don't, use last_target, and it's an object
-- This is probably going to be buggy. Welp.
if last_otarget_guid then
if debug_output then QuestHelper:TextOut(string.format("%s from monster %s", gathereffects[last_spell].token, beef)) end
local mid = GetMonsterType(last_otarget_guid)
if not QHC.monster[mid] then QHC.monster[mid] = {} end
spot = QHC.monster[mid]
else
if debug_output then QuestHelper:TextOut(string.format("%s from object %s", gathereffects[last_spell].token, beef)) end
if not QHC.object[last_target] then QHC.object[last_target] = {} end
spot = QHC.object[last_target]
end
elseif touched_timestamp and touched_timestamp + 1 > GetTime() then
-- Opening a container, possibly
--if debug_output then QuestHelper:TextOut(string.format("Opening container %d", touched_itemid)) end
if not QHC.item[touched_itemid] then QHC.item[touched_itemid] = {} end
spot = QHC.item[touched_itemid]
prefix = "open"
elseif targetguid and (monsterstate[targetguid] == MS_TAPPED_LOOTABLE or monsterstate[targetguid] == MS_TAPPED_LOOTABLE_TRIVIAL) and monstertimeout[targetguid] > GetTime() and (not pickpocket_timestamp or pickpocket_timestamp + 5 < GetTime()) and (not last_timestamp or last_timestamp + 5 < GetTime()) and (last_succeed_trade + 5 < GetTime()) then -- haha holy shit
-- Monster is lootable, so we loot the monster. Should we check to see if it's dead first? Probably.
--if debug_output then QuestHelper:TextOut(string.format("%s from %s/%s", (monsterstate[targetguid] == MS_TAPPED_LOOTABLE and "Monsterloot" or "Trivial monsterloot"), UnitName("target"), targetguid)) end
local mid = GetMonsterType(targetguid)
if not QHC.monster[mid] then QHC.monster[mid] = {} end
spot = QHC.monster[mid]
if monsterstate[targetguid] == MS_TAPPED_LOOTABLE then
prefix = "loot"
elseif monsterstate[targetguid] == MS_TAPPED_LOOTABLE_TRIVIAL then
prefix = "loot_trivial" -- might be a better way to do this, but we'll see
end
monsterstate[targetguid] = MS_TAPPED_LOOTED
monstertimeout[targetguid] = GetTime() + 300
monsterrefresh[targetguid] = GetTime() + 2
else
--if debug_output then QuestHelper:TextOut("Who knows") end -- ugh
local loc = GetLoc()
if not QHC.worldloot then QHC.worldloot = {} end
ltype = QHC.worldloot
spot = {}
spot.loc = loc
prefix = "loot"
end
local items = {}
items[PseudoIDs["gold"]] = 0
for i = 1, GetNumLootItems() do
tex, name, quant, qual, locked = GetLootSlotInfo(i)
link = GetLootSlotLink(i)
local slotType = GetLootSlotType(i)
if quant == 0 then
-- moneys
local tot = 0
local _, _, gold = string.find(name, Patterns.GOLD_AMOUNT)
local _, _, silver = string.find(name, Patterns.SILVER_AMOUNT)
local _, _, copper = string.find(name, Patterns.COPPER_AMOUNT)
tot = (tonumber(gold) or 0) * 10000 + (tonumber(silver) or 0) * 100 + (tonumber(copper) or 0) * 1
items[PseudoIDs["gold"]] = tot
else
if slotType == LOOT_SLOT_CURRENCY then
if not QHC.PseudoIDs[name] then
QHC.PseudoIDsMin = QHC.PseudoIDsMin - 1
QHC.PseudoIDs[name] = QHC.PseudoIDsMin
end
items[QHC.PseudoIDs[name]] = (items[QHC.PseudoIDs[name]] or 0) + quant
else
if not link and not name then
local msg = "Texture is " .. tostring(tex) .. " with a quantity of " .. tostring(quant) .. ", a quality of " .. qual .. "."
if slotType == LOOT_SLOT_MONEY then
QuestHelper:Assert(false, "Loot slot " .. tostring(i) .. " is coin. " .. msg)
elseif slotType == LOOT_SLOT_ITEM then
QuestHelper:Assert(false, "Loot slot " .. tostring(i) .. " is item. " .. msg)
else
QuestHelper_ErrorCatcher_ExplicitError(false, "Loot slot " .. tostring(i) .. " is ???. " .. msg)
--QuestHelper:Assert(false, "Loot slot " .. tostring(i) .. " is ???. " .. msg)
end
elseif not link then
QuestHelper:Assert(link, "Need more info on '" .. name .. "'x" .. tostring(quant) .. ".")
elseif not name then
QuestHelper:Assert(name, "Need more info on '" .. link .. "'x" .. tostring(quant) .. ".")
end
local itype = GetItemType(link)
items[itype] = (items[itype] or 0) + quant
end
end
end
if not spot[prefix] then spot[prefix] = {} end
spot[prefix]["count"] = (spot[prefix]["count"] or 0) + 1
if not spot[prefix]["loot"] then spot[prefix]["loot"] = {} end
local pt = spot[prefix]["loot"]
for k, v in pairs(items) do
if v > 0 then pt[k] = (pt[k] or 0) + v end
end
if ltype then table.insert(ltype, spot) end
end
function QH_Collect_Loot_Init(QHCData, API)
QHC = QHCData
if not QHC.monster then QHC.monster = {} end
if not QHC.worldloot then QHC.worldloot = {} end
if not QHC.fishing then QHC.fishing = {} end
if not QHC.item then QHC.item = {} end
if not QHC.PseudoIDs then
QHC.PseudoIDs = PseudoIDs
QHC.PseudoIDsMin = -1
end
QH_Event("PLAYER_ENTERING_WORLD", MembersUpdate)
QH_Event("RAID_ROSTER_UPDATE", MembersUpdate)
QH_Event("PARTY_MEMBERS_CHANGED", MembersUpdate)
QH_Event("COMBAT_LOG_EVENT_UNFILTERED", CombatLogEvent)
QH_Event("UPDATE_MOUSEOVER_UNIT", SkinnableflagsTooltipy)
QH_Event("UNIT_SPELLCAST_SENT", PPSent)
QH_Event("UNIT_SPELLCAST_SUCCEEDED", PPSucceed)
QH_Event("ITEM_LOCK_CHANGED", ItemLock)
QH_Event("UNIT_SPELLCAST_SENT", SpellSent)
QH_Event("UNIT_SPELLCAST_START", SpellStart)
QH_Event("COMBAT_LOG_EVENT_UNFILTERED", SpellCombatLog)
QH_Event("UNIT_SPELLCAST_SUCCEEDED", SpellSucceed)
QH_Event("UNIT_SPELLCAST_INTERRUPTED", SpellInterrupt)
QH_Event("LOOT_OPENED", LootOpened)
MembersUpdate() -- to get self, probably won't work but hey
GetMonsterUID = API.Utility_GetMonsterUID
GetMonsterType = API.Utility_GetMonsterType
GetItemType = API.Utility_GetItemType
QuestHelper: Assert(GetMonsterUID)
QuestHelper: Assert(GetMonsterType)
QuestHelper: Assert(GetItemType)
Patterns = API.Patterns
API.Patterns_RegisterNumber("GOLD_AMOUNT")
API.Patterns_RegisterNumber("SILVER_AMOUNT")
API.Patterns_RegisterNumber("COPPER_AMOUNT")
GetLoc = API.Callback_LocationBolusCurrent
QuestHelper: Assert(GetLoc)
-- What I want to know is whether it was tagged by me or my group when dead
-- Check target-of-each-groupmember? Once we see him tapped once, and by us, it's probably sufficient.
-- Notes:
--[[
COMBAT_LOG_EVENT_UNFILTERED arg2 UNIT_DIED, PLAYER_TARGET_CHANGED, LOOT_OPENED, (LOOT_CLOSED, [LOOT_SLOT_CLEARED, ITEM_PUSH, CHAT_MSG_LOOT]), PLAYER_TARGET_CHANGED, SPELLCAST_SENT, SPELLCAST_START, SUCCEEDED/INTERRUPTED, STOP, LOOT_OPENED (etc)
ITEM_PUSH can happen after LOOT_CLOSED, but it still happens.
Between LOOT_OPENED and LOOT_CLOSED, the lootable target is still targeted. Unsure what happens when looting items. LOOT_CLOSED triggers first if we target someone else.
ITEM_PUSH happens, then CHAT_MSG_LOOT. CHAT_MSG_LOOT includes quite a lot of potentially useful arguments.
PLAYER_TARGET_CHANGED before either looting or skinning.
SPELLCAST_SENT, SPELLCAST_START, SUCCEEDED/INTERRUPTED, STOP in that order. Arg4 on SENT seems to be the target's name. Arg4 on the others appears to be a unique identifier.
When started, we target the right thing. After that, we don't seem to. Check the combat log.
]]
end